#MALEGHAST HOMEBREW
1 messages ยท Page 2 of 1
well game is pretty easy to understand and you'd ideally want your house to be playable by a beginner
it's only science if you make notes
need to see if the neuromongers' ability to fuck with tokens ends up invalidating holy bodies
we'll see
maybe play a regular game first then a homebrew one if you can?
Btw if anyone wants their homebrew stuff included on the tabletop sim, feel free to hit me up
i think i'll do that actually
that way they're warmed up
Im also thinking that for my plantnecromancers that their overgrowth mechanic only spreads from the Necromancer and the Thralls, and all the more tough units just gain benefits from being in it, like healing and strength and the like
This way you only have to kill chaff or the main objective to weaken the rest of the force
And this way im not slapping an aoe heal on like a tyrant
i do think if you're gonna have a freak in faction they can probably get something
since support is their thing
though if necro is support maybe no freak
Ive got Thralls, Scion, Horror, Freak and Tyrant
And yeah my plan for the Freak is to mayhaps be support, how im not sure yet. The goal being to have your thralls run out and die, as they do, create overgrowth for the others to advance with
Alright
I wrote a custom house. its mostly lore as writing mechanics takes longer and I just thought of it
working name: House Usuraine
Concept: Bankers and Wall Street brokers of Souls who worship a Mad God of Time and Fate
Gameplay idea: Can bet units in order to do powerful options, but failing a bet means a big loss; time and destiny powers
Ooo that is cool
i'm tossing around an idea for a house focussed on secrets and spy shit
vampiric in nature they're a library that lends out secrets and takes them back
lie-eaters
some sort of stealth or silence effects
Librarian secret-inquistors that drain knowledge is a sick vibe
Ooo yeah
idea started as spy vampires and evolved from there
their undead are raised through blood tainted with secrets even death does not wish to know
maybe you could have some sort of 'knowledge' token you gain and spend
and their elite agents were living beings who underwent the same process
had an idea for their fast moving unit being someone who failed to become one of the agents and is now just a shadow
do need to actually sit down and right it all out at some point
It's a level of abstraction and conceptual fuckery that I really like
house sitting all weekend so might do then
I personally had an idea for an insect themed house but i think people tossed it up before anyway
positive for you negative for the opponent
but you some effects let you remove it from the opponent hmm
I mean, sure, but that doesn't mean you can't do it
Maybe if i get actual ideas besides crawleys
I'm nearly done with the basics of a house based on a sort of medieval knightly order (pic is up there ^). I'd've gone into more detail but I spent a good while on it and passed out immediately afterward ๐
It uses Honor, which units gain/lose in a few ways (killing a unit ๐, defending your necro aka being used for bodyblock ๐, destroying a corpse ๐, creating hazards ๐) and forces enemies to play honorably - which keeps the knights in check - or stick to their own house strategies and let the knights build power.
Is there a benefit for the knights in losing honor?
Current mechanic is: +1D when attacking a unit with less Honor; -1D when attacking a unit with more Honor
So you only stand to gain if you have more Honor
is the opponent penalized for attacking a unit with more honour?
wasn't sure if it'd be something that'd only apply to the house or not
since they would care about honour
Right, they introduce the mechanic to all units in play, and force opponents to either split their strategy to keep them in check, or risk giving the knights that +1D
Lore is they're an ancient order that's reemerged due to Hell Pit Time Shenanigans and they're pissed at all these Young Upstarts for being too liberal with necromancy. The "back in my day" house.
"Thorn" (as in the Order of the Thorn) is the working name, but it's short and not Metalโข enough so I dunno
I think the knights should have ways of losing honor too
It would be semi pointless if they didnt, but also the mechanic counteracts hard key feature of igorri, potentially making the matchup unfun unless knights could be countered in some specifuc ways
Depends on what kind of metal you want 
These days all I want to listen to is Sleep Token, but that's not the right vibe for these guys
I just blatantly stepped out of metal territory for my house's vibes
That's a good point. I had included a few ACT abilities that essentially give the opponent a choice between Honor or some other benefit, and if they take the Honor then the knights gain a small benefit too. So, sort of the opposite solution: more opportunities for opponent to gain Honor. But ultimately you're right, the Knight's honor should be a bit more fragile...
Soundtrack:
Korn - Kidnap The Sandy Claws
Arc System Works - Alone Infection
Heaven Pierce Her - Castle Vein
Guilty gear ost
Ultrakill ost 
i had ultrakill for a little while but it just didn't quite mesh
I still like what I did for the Cryptik playlist
i do have a cyberpunk song on there
Sound Track
Celldweller: End Of An Empire
SWARM: Alpha and Omega
Bring Me The Horizon: Parasite Eve
I think it could be a fun narrative and gameplay dynamic if knights had some dishonourable actions that tgey can take for momentary benefit
So commiting to a knightly oath is a choice
Adds build variety
Like hey, maybe you want to play quihotic knights that are fucking cowards and duck behind corpses hoping they dont get hit
"hide under a corpse" thats like, idk, eat a corpse action, get vitality maybe, stuff like that
I still need to playtest my haunted scarecrows But I am now possessed with thoughts about tesla coil ghouls again
they are now perhaps also fanatical cultists that worship the idea of being able to ascend into beings of pure energy
Purchase/Stream 'End of an Empire':
https://fanlink.to/eoe
Time, Love, Dreams and Death - all four chapters have been unveiled. Now begins the true End of an Empire.
After a year long production cycle, Celldweller has been slowly revealing bits and pieces of his third full length, studio artist album, which showcases a return to the more form...
Would have used this but its got a bad word in the title
Nah but end of an empire also probably fits a bit better thematically I just really like this one
I have nothing else for these guys yet
But I do have the soundtrack
Dancefloor Is Lava - Why Oh You Are L.O.V.E
Keygen Church - UltraChurch
Femtanyl - GIRL HELL 1999
Girl hell ๐
Hmm, that's a good thought! At this point tho I'm struggling to merge the mechanical Honor concept with thematic Honorable actions. Like, what else could a unit do in the game that would be dishonorable? Even if it's a twisted sense of necromancer honor. What I don't want too much of is Honor just being generated out of nowhere, I want as you've said, for it to be a choice
The Horror unit presently is the Rook, which does flybys and can "roost" in corpses, granting cover, provoking enemies to destroy the corpse dishonorably
okay so it turns out already
carcass is a fucking nightmare for neuromongers
AoE fire damage from egis + not a lot of tokens to manipulate on the enemies + gunwights ignoring armor
rip
I am sorry, i have no idea :<
well good to know
I just had a concept for a homebrew house pop up but i have no ideas even for them outside of vague concepts xd
There were some plant necromancer concepts, and i am thinking of some beastly druud necros instead
My dumb ideas are not your burden, my friend ๐
how it
's going:
literally wiped my entire offensive line on the way in
BUT! that's fine
bad matchups exist
and so do lucky rolls
An idea was maybe summoning insect swarms as tokens, or, idk, shapeshifting?
Problem is, shapeshifting needs to be separate both fron stances and mutation as they are factional mechanics
Swarm tokens sound a lot like plague tho
Another bit is maybe focusing on the wrath of nature, but it treads into goregrinders T.T
Marking enemies for hunting sounds like deadsouls but annoying
My personal favorite archetypes are things that are tanky and summoners, so i am pondering how bad of an idea would it be to try and do that
Creating units during a battle does sound hard to balance
I did my faction based around like, units spawning a Thrall when they die
yeah okay i think neuromongers are going to need a retool or i'm gonna have to run this back and see if the issue was my gameplan. because carcass literally killed all of my units before i could do anything
i killed a grand total of 2 gunwights before egis weapon and barrelform happened
Do you people think it might work? Maybe sacrifice hp to create some weak/temporary(?) units
Really depends I think
Maleghast is a very tight and fast-moving game on a pretty small scale
Mhm
Summoning in general is also hard to balance
And there are not that many examples of it being done in wargames since it requires you to have minis dor what you summon
Which suddenly becomes very expensive
running it back with a different gameplan
i think you should at least try to make a faction around that and if it doesn't work out during testing or just doesn't feel like it'll work then you can still take what you learned into making a different faction later

gunwights and egis are the problem here i am realizing
lots of AP + big aoe = Bad
That's the case for most factions, really
it's especially bad because mongers move in clumps and their frontliners are armor not HP dependent
my horror keeps eating shit immediately
which sucks because the horror is like, Damage Dealer
it may also be that mongers are not good at a "one of everything" mockup
but this is all based on just one game where i got rolled
i am currently doing a second game where i am getting rolled
Maybe give them something that interacts with ranged attacks?
Like shieldwall from carcass
maybe
i think this might genuinely just be a "you need a specific anti-carcass list for this faction" type deal
carcass just is everything that beats mongers
which is alright
i am more accepting of it having played this second match
i definitely could win if i removed a braniac, maybe an extra sentinel or two, maybe nix the drones as well in favor of another razor or sentinel
utility in spreading and yanking tokens is not useful against a faction that does not generate very many tokens
it would be more useful if there was an ammo goblin but they are not using an ammo goblin
i'll be testing more tomorrow. hopefully carcass was just a bad matchup - i would much rather that than it ends up being the concept isn't effective
sorry to be using this channel like a sounding board i think it just helps my brain to think it out through text
there's a difference between goregrinders struggles with armour so finds abhorrers tough and getting straight up wiped, things can be a bad match up but some mitigation tools aren't unwelcome there either
yeah
im gonna wait to rebalance anything until after i test the rest of the factions
(abhorrers, grinders, igorri)
i may also test deadsouls but i don't feel the need to test mox
i am very sure that mox will be very difficult for the mongers
though i may still do so
we'll see
mox is fairly immune to having their negative tokens flipped back on them yeah
other than slow
which compared to say grinders they still don't mind as much
it's also that infect/hazards disrupt the moving-in-groups gimmick of the neuromongers
yeah
and toxic damage ignores armor
grinders might be an interesting matchup now that they have a bit more fire damage in their kit
i don't think they really tend to stockpile a lot of tokens other than the painwheels' speed
this is also true, which is why i'm curious
mongers do very well at close range but i don't know that they do as well as grinders now that they have more ways around armor
i mean, is there a world where i end up having to entirely redo the faction mechanics? yes
it's unlikely but yes
and if that happens so be it
i have some other ideas i could substitute in
but i'm keeping the faction lore and theming and everything
it's good lore and theming and everything
honestly i think everything should only need some tweaks, adjustments to ranges is probably the big thing
yeah
the thing im realizing as i think about it is like
grinders obviously don't do fantastic against carcass, it's one of their worse matchups, but from what i've seen it usually isn't a "you lose your army by the time you're able to start your offense" level of bad
mongers lack the survivability of grinders inherently
even if they have armor, and even if they generally have more standard defense values
i'm not saying this means i need to change that aspect but i think that is part of why they got uberfucked by carcass, because carcass has ways to get around both of those
but this is speculatory at best
Homebrewing house concepts
Theme: druids on contract with beelzebub
Gimmick: Bloodprice. Deal 1 damage to self or adjacent ally to trigger an additional effect. Ignores armor but not vitality
Thrall - Corpsefly
1 HP, leaves no corpse and no soul on death, doesnt block enemy movement
Gains vitality every time it attacks. Bloodprice: splash self damage foes
May kill itself to give its vitality to allies in range
Scion - Gnatknight
Flies and steps before attack, with bloodprice may step after attack
Push and gain vitality
Hunter - Bloodtrail
Long range archer
Bloodprice to roll more dice.
Deal 1 devil damage to an ally. If it kills them, increase of the main attack damage by 1.
Freak - Wildcaller
Summons corpseflies with blood price.
Ranged curse: 1 weakness, bloidprice: splash target 1 weakness
Tyrant: Mothman
Flies
Gains 1 strength every time someone else uses bloodprice in range
Create 1 adverse terrain in range 3+ - 2, 5+ - 3 bloodprice: repeat once
Splash self 1 damage, then push. Bloodprice: damage type is curse instead
Obliterate adjacent ally to deal devil damage to enemy. On kill, summon a corpsefly.
Need thoughts of actually smart people before doing anything
Well I love that it's mothman
On paper, to a not-smart person, they seem... fragile? Like if they're hurting themselves, the opponent will be able to make short work of them. The summons would have to be very good about tipping the scales back.
The corpseflies have a weird interaction with Bloodprice I'm struggling to define
A fresh one attacks, gains vitality. Next turn it's still alive so it attacks again and pays Bloodprice to burn its vitality and splash damage. Now it has no need to kill itself cuz it has no vit to share. It has to attack again on turn 3 in order to gain another, and then kill itself on turn 4 to be able to share just 1 vit. Even if it doesn't pay Bloodprice, the most it's gonna get to share by killing itself is 1 vit on round 2 and 2 on round 3. With 1 hp and several allies eager to kill it for various reasons - will it even last that long?
Corpsefly
You can just say "obliterated on death" i think, for the same effect (no corpse and no soul). This is a pretty hefty low-power cost, as Thralls typically give 2 souls, and these give none. The mechanic is def fun, but would probably want some extra strengths to help balance out the "loss" of 2 souls
Gnatknight
this is pretty broad so no real balance comments, but could definitely do something interesting with conditional flight! Might make sense to make the flight part of bloodprice
Bloodtrail
Seems solid and cool to me, probably just need to specify range for the devil damage so the player has to consider their choices. Also, stuff that kills allies tends to give strong bonuses, so you could even make it like "next attack ignores armor and deals +1 damage" or something! (the chopdoc is a solid reference for this, as it kills an ally and grants 2 of each token, which is wild)
Wildcaller
Now I understand the corpseflies thing lmao. You can, if you wanted, specify that corpseflies summoned this way dont have soul (like the gargamox's mox populi soul ability). I will say, as is, taking 2 Wildcallers is gonna be pretty strong, and replacing those Thralls with an extra wildcaller is a solid no-brainer, since on their first turn you can just summon two thralls, then again each round after. It, of course, will be heavily influenced by how much HP wildcallers have and how easy their access to vitality is, but just somethin to keep in mind
Also splash weak is massive, probably not broken, tbh, but strong
Mothman
Should have a million health hes mothman.
that can be a lot of adverse terrain, which isnt bad, but just something to consider in just how players need to track things. adding 6 adverse terrain is some crazy map control, especially on an 8 or 6 wide board
I like being able to choose damage type
https://docs.google.com/document/d/1AHxYPnogdY4ibzj5s2R4uqC4c97qbRa2LdYNzM724Bw/edit?usp=sharing made a house ๐ค would love to know how its broken! unfinished, cowboy vibes
DEADLAW Flavor to write Undead cowboys - Rotten lawmen Playstyle TBD (Persistence Hunting?) Faction Soundtrack (WIP) Poor Manโs Poison: Hellโs Cominโ With Me Kissinโ Dynamite: Six Feet UnderPort Sulphur Band: Sinners Blues Special Mechanics: Bounty: Attacks and effects that specifically target...
Yee haw
Bounty is ๐, Liminal Moments is very neat, in all I'd be terrified to go up against these
I like how desperado doesn't have a liminal moment action, but still capitalizes on the mechanic
thank you! very kind words
These are all awesome!
Love me some necromancers. I think I've got an idea for a house. Some deserty skeleton vibe inspired by the Tomb Kings from warhammer fantasy/scourge necromancer from guild wars 2
I'm still working on the actual units, but I have a first draft of the special tags/mechanics done. If anyone has time to take a look, much appreciated
Along the eastern edge of Anzenmezzeron swirls an endless sandstorm, a place where even the strongest are worn away. House Ammรณdis is one who refuses to yield and diminish in the face of the storm, they have built edifices to their endurance that have outlasted others and will likely outlast them...
I think being entirely immune to hazards as a faction might be polarising
Hmm. Good point. Iโll take another look at the hazard rules and see if I can rejig it. Though might help that the necromancer and the thrall wonโt have that tag
Has anyone written an electric kind of frankenstein-like homebrew house?
@tawdry root was bouncing around something like
I was thinking about writing one in that flavor and didn't want to copy anyone's work
But I think it was more lightning cultists
I was inspired by this Warhammer Underworlds warband
I just like the aesthetic of zombies with tesla coils and cables
And they could have a mechanic similar to infect but that builds a network of connected allies
The original idea was that it gets vitality for every enemy it damages but i thought its too strong
Taking 2 wildcallers is pretty strong
Yea kinda. Need to zhink of a way to make it more of a choice. I wanted corpseflies to be extremely weak and almost a resource, less so a proper unit, but maleghast likes giving you multiple build opportunities, and having a swarm of flies should have a value of its own ๐ค
Maybe give corpseflies 2 hp, but created ones only start with 1?
Heres what i cooked up so far. Not sure if anyone here needs actual unique passive traits or are they fine as they are.
Swarmlings make your damage units huddle your more alive units, or, say, necro and tyrant
A lot of mobility and control
A lot of physical armor, not that much magical armor to denote that they burn good
A lot of vitality but vitality gets spent fast to fuel abilities
The freak lets you create souls
Which is a bit insane
Oh wait nvm
nope
Yeah missed that they were obliterated
I thought of changing that and saying that the summonned corpseflies just have no soul
but unsure
The Expelled
The Expelled are promising students of the arcane cast out of their colleges and apprenticeships for consorting demons and performing the black sacrament. The velvet mind being a particularly prolific recruiter among those devils which lead students off the path. They often come to the city eventually, with all their other options exhausted, to continue their studies among their fellows. The Expelled combine the baleful magic of death and souls granted by the black sacrament with Evokation, an energetic magic granted by the study and binding of stars.
Probably needs more meat but faction concept here
ooo
i could imagine them with a second currency thats kinda like soul and fuels evokations
How about taking damage due to hazards does not cause you to lose Vitality tokens?
I reckon it's functionally similar but still allows for interaction
I did in fact have a similar idea but hadn't put anything on paper yet
Important thing to remember is that it's alright for two people to make something similar in a homebrew space
how nuts is a token that deals a damage of undecided damage type after the opponent performs an act then removes itself?
spitballing ways to create a silence effect that aren't utterly oppressive in concept
Could be interestin
thinking each unit starts with it on them and they gain a positive effect and then the opponent gets that effect when it's on them
but each unit only ever generates one it just returns to them when the opponent removes it
So it's meant to make an opponent reluctant to perform that action? Would you classify it by move/act?
definitely more in favour of it just being act
btw, some people in my head plague me to add homebrew stuff to the tts table, so if anyone wants it for like ease of playtest, once again, just hit me up
the intent is to discourage the opponent from performing ACTs yeah though
i think if you want it to be a silence effect, disabling all acts in that way is kinda strong
You could specify say effects or curses or whatever
restricting it to certain types of acts is also an option
I'd love to but I've got no art nor placeholder stuff for my roster
eh ill figure something out
I could cook up some generic icons for each class
Something abstract but itll work for testing
Nice! Fast little buggers. Love that you have to kill them with fire.
I am still debating if that a good idea
it feels fun on paper but might be unfun to play against
Haha fair but at least it's thematic
@ivory bane
Sidereal tokens:
Charm and Strange tokens that cancel each other out, no inherent effects but you lose one any time you take an ACT with alignment
Alignment: ACTs with alignment have additional effects depending on if they are Charm or Strange. Some alignments may require more than one token currently on the unit to trigger
They are a ranged magic damage faction that use the alignment mechanic to increase their adaptability
Sidereal tokens function both as a mana system, and also a weird army building tool
interesting fr
And yes I named them after the forbidden quarks
Charm Evokation: Hot,Sanguine and Choleric, Extravagant
Strange Evokation: Cold, Phlegmatic and Melancholic, Utilitarian
Based on the quarks
They are on the โHigh Fantasy Lichโ juice aesthically
They are kinda like the Abhorrorers where a lot of the bullshit their units do isnโt actually necromancy magic its a weird other thing
oh I never uhhh
Here!
https://docs.google.com/document/d/1kIP4X29w1Lu7eCSQck5vYeLKplaQ_Gv3ruhxqdB_4d4/edit?usp=drivesdk
RICKERTOCK Rickertock is an eclectic house headed by the Harrowed Coven, a shrouded group of witches, arcanists, tinkers, and soul distillers who have gained enough collective power to be almost akin to a Devil when gathered and able to bestow power unto those who swear allegiance, gaining yet m...
Random idea: Undead IRS. Tax collectors and auditors. None of the houses have been keeping their books clean and the UIRS is going to straighten them out, the hard way
The "Revenue" is SOUL - you're supposed to be declaring your earnings in form W-666, you knew about form W-666, didn't you??
huh abilities that tax soul huh
Maybe? I hadn't thought it out any further
Ill make the generic tokens in a few hours, what color would you like rickertock to be?
oh wait there is some art in the book that depicts generic units!
give me a sec
Color, huh
Rickertock should prolly be a good crimson color
btw, i need ideas for upgrade actions, so if anyone feels like helping, feel free to, because i struggle with things like that 
before testing unsure but if anything is testing over you can break it down and make the strong part an upgrade
I feel that, was gonna ask the same ๐
i meant the necromancer ones
i guess you can always look at abilities in core houses that are similar and lift their.... ohhhh
not the unit ones yet
Necromancer Act upgrades are tricky yeah
The way I did it was like
trying to figure out a variety of weapons/attacks that interacted with the mechanics and fit vibes, and then a couple funky utility tricks
first will be working what you want your necro to specialise in
Yeah, that too
Warlord and Operator are like, offensive necros
then a couple tertiary things
They spit out damage
I do like
3-4 weapons
2-3 utility
0-2 silly
Chiurgeon is much more supportively inclined
yeah those ratios are reasonable just change the thing based on what do
Not all Necros need or want silly
I'm pretty happy with the Scrapwitch upgrade suite
But adding silly is good
it's also important to consider what you want them to be bad at and whether you give them something to cover it
Example of silly I did: Idol Of Oblivion from archeologist in my Cryptik
Actively counter to your usual game plan but potentislly insane if you do build for it
They focus on dealing damage and exploiting their units for themselves
the way i did weapon that i already did is by taking the existing weapons and altering them in some way to work differently, but do the same role
that was also the case for some vanilla weapons
eg, holy water flail of the abhorrers is just holy water but expanded
oath is just blessed censer with tweaks
etc
fuck it that's tomorrow's job
Anyways heres the style ill go for placeholder tokens
Necromancer in default and in rickertock crimson
Hell yeah
does anyone have any guidelines to designing a house?
want to get that abstract vibe so people just imagine what they want it to be
I do not nah
Sounds like it'd be fun to write though
But I don't trust my design chops for this game enough yet
My advice
1: choose a thematic to keep in mind while building, the lore will be tangential but you should keep it in mind while creating and reference it whenever your running low on ideas. I also tend to make the playlist here
2: create 2-3 fundamental mechanics, but that traits, terrain, tokens, whatever, you need at least two though they can be connected.
3: choose which unit type to drop, this will correspond to your mechanical stuff though you could also do it for flavor reasons(a selfish faction not possessing freaks, a egalitarian faction not having thralls because they donโt trade lives)
4. Make units that lean into these themes and mechanics
5.Necromancers oh necromancersโฆ to make a necromancer you need the following
Normal unit stuff
2 soul abilities(1 costing one and the other costing any amount 3)
3 bonus traits
7 bonus ACTs
And new soul abilities in the following order
1
1
2
3
4
6
Keep in mind Iโve only made one faction
But this is a pretty decent template
do the necromancer last, design the mechanics first
and pick which things like hazards, push pull, tokens etc you want to involve
ofc jot down ideas you get, but generally aim to keep the roster nice and coherent by doing this
how you decide how your units interact with their mechanics is harder to say before you have em down
Thrall, tyrant, freak
Munching on some ideas for a thrall-less faction, speaking of what to drop. Felt like the natural choice as i want a core theme of BIG
Added a rickertock bag to the table ๐
@tawdry root As feedback tho, the thralls have WAYYY too much defense
i dont remember a single thing in the book that has a 5+
Deadsouls has a couple 5+
Oh thats true
Yeah, deadsouls is mostly that
It is a thrall though, and graze is real
thats true
The faction definitely needs some testing, I wanna try and get that rolling this week or so
My actual overall worry is that the faction will end up too weak; that the synergies aren't strong enough or the economy of Harvest abilities is too pricy
But I wanna see how it plays before conclusions
My main concern with Cryptik is less strong or weak and more too polarizing/matchup based
That goregrinders and mox are going to lose too hard and carcass and dead souls are going to win too hard
hmmmmmmm
skateboarding monks
who dissect themselves to carve themselves into more enlightened forms
๐ค
6 soul ability which is just absolutely shredding so hard that enemies can't see anything but the shred
Are these guys the placeholder for the rickertock units or generic ones for the TTS?
Shaman necros who specialize in reanimating animals. Core gimmick in that their army are all mounts that gets better stuff based on whether they're being mounted or not.
generic ones! Just ask me to add your thing, and i will
Ill change the colors of the colored ones to your color
Working a bit on my very high effort homebrew scenario
think the rickertock should be up on the table now
they are in the bag to the south of units, the one with Homebrew written under it xd
Okay, house wylderot almost done, needs playtesting now 
They are necromancer druids that made a pact with the Lord of Flies. They rely a lot on self damage, vitality and summoning thralls, but they struggle with generating soul and doing damage without hurting themselves.
Dont i feel silly, Im working on more planty plant druids myself
Mine also have a vitality gaining dealio and have higher health pools overall, but lower defense to compensate
druid gang?
Druid gang
I was gonna leave their backstory sorta nebulous but this could also be a good time to pull out "The Demon Goat of the Black wood" as their patron, which seems fitting to me
The ranks so far are Dryad, Sprite, Nymph, Sylph, Dark Young and Harvester
still munching on system ideas but i want something that feels like a menagerie.
Outright chosens of some woodlands devil to keep "where the green of the leaves meets the white of the bone"
I do like the idea that there are like a half dozen druid cults in and around the wastes around Anzenmezzeron all with different cultures and the like
Which I am actually gonna incorporate into my backstory blurb that just...yeah theres like a buncha druid cults all with different patrons and they all have their own politics different than the major houses within
GALVANIZA
A fanatical, disorganized, and dangerous cult that has quickly sparked across Azenmezzeron, Galvaniza's believers search for a very different form of Death's End; the ascension of the body and soul to pure, unaltered energy. Their preachers and figureheads convert their bodies and followers into amalgamations of flesh, wire and lightning, in a frenzied attempt to grow ever closer to 'beings of power'. Despite its chaotic operation and nonexistent structure, Galvaniza continues to grow in numbers and influence, and rumor abounds that something is shrouded at their center, pulling the many wires towards a greater purpose.
Tesla coil ghoul freak cult
shocking, i know
๐ฅ
Also decided to lean into the lovecraftian element a lil bit and made a few name changes
Namely that the Necromancer is now called "Black Daughter."
And the faction is called the Shaggrath
(Which funnily enough works because there's a norwegian black metal singer named Shagrath, so there ya go)
Names so far:
Scion - Packmate
Freak - Denkeeper
Hunter - Groovestalker
Horror - Bloodhound
Tyrant - Hulk
Necromancer- Fleshwalker
Oh, they are actually not planty! I saw you were making plant based ones, so I wanted to work on something more themed around animals
Druid cult expansion made by the community
I had a few ideas, one of them was insects, one was werewolves, so I want them to be like anime half animal people that made a pact with a Lord of Flies
expect a lot of wolf-not-wolf skulls
So half their roster is druid people, and half are just flies
In retrospect they are kinda of a inscryption faction ๐
i'm going for "only the necromancer is people, the rest are rotting direwolves/wooly mammoths"
it's fun to see how still everyone is getting pretty unique anyways in the same core theme
Forest people and animals that rely on damaging and killing eachother
Druid cult expansion im tellin yall
in time
Sacrifices must be made
working on a generic unit list, for use in campaigns and stuff, very barebones at the moment
https://docs.google.com/document/d/16QyiIrnGuxXqTzodoD9dN9wzVbU3JeObIywnIFqineU/edit?usp=sharing
Corpse Crusherโs Armoury (generic units for heresy + generic necromancer gear + reserves) All generic units may be taken in a heresy list once. This does not spend a heresy point. MV: HP: DF: ARM: Knuckleheads (Thralls) Bone Urchins MV:3 HP:2 DF:3+ ARM:- Traits X: 3 of these take up one slot...
tryna work based off of the lore bits we get from the start of the book
Oh def take a look at Mork Borg if you're trying to do rpg stuff
we exist to cherish the skeleton ball
Its a really good black metal rpg
i have the physical book lol
when i say campaign i mean in a wargame sense tho
long series of fights, each fight giving objective points and stuff
Take a look at Warhammer Kill team since it's a squadron based game
the main example i can think of is warhammer path to glory stuff
Wahapedia: Kill Team 2th edition, Spec Ops Narrative Play
There's also Warcry, which is Warhammer Age of Sigmar's squad campaign stuff
i'd rather base stuff off of what's in the game of focus
yeah i getcha
See how they did/do it kinda stuff
i have enough familiarity with it that i'm fairly confident in doing my own thing with this
I like warcry's because there's is about building a campsite and adding features like watch towers and healing stuff
Added my wylderot to the tabletop
My sort of planned vibe for the Shaggrath
Shaggrath If death is broken, then must the opposite be true? Indeed, life works just fine in Anzenmezzeron, too well in fact. Wild beasts stalk the catacombs for meat, plucking freshly revived necromancers from their dust filled tombs like meat from oysters. Insect hives infect and roost in cor...
Noise
Would you like it ported to the tabletop thingie
Not quite yet, I'd like to hammer out the abilities first, but thank you ๐
Tabletop thingie?
Still very rough draft and I have comments open for feedback on my drive page here
Yea the tabletop sim mod
Ohh
I wanted to add homebrew houdes there for ease of playtest by people
So any feedback on anything is appreciated, as well as suggestions
Thatโs cool af
Rickertock and wylderot are there now, so if anybody wants to try them, just do so lmao
I made stylized generic tokens for ease of addition as placeholders that alao look nice, with red here changing color to whatever the faction in question is
Nice, nice
I think overgrown corpses are a very cool concept 
Ty ๐ The Necromancer's ability is boosting how quick that happens
So they Seed corpses they're next to and seeded corpses just bloom into Overgrown instead
Seeded corpse and overgrown corpse
๐
Thank you!
Should check the maleghast subreddit, within like 3 days someone made an almost fully fleshed out group that looks rly cool, the Archivists.
Oh yeah I seen those, the robot ones yeah?
They also linked a pdf for the abilities and the necromancer somewhere too in another post
Found dat too
https://www.reddit.com/user/UmbralReaver/
Here's the user if you wanna ask permission
im gonna actually fucking lose it
they have a mechanic called synchronize too
which mine also has
so i HAVE to change it
pis
AND their thrall is called a drone
at least their faction is really cool
it lessens the pain of having to change stuff
I feel thine paine
Good news, a first pass at some abilities is comming along nicely I think
changed synchronize to connect
less of a snappy name but it works
still vaguely computer-y
dunno the fuck i'm gonna change drone to
maybe make it a dumb pun
Like Di-Fi
Like wifi but for dying
And do you have a unit called "Node"
Yeah I'm on another server with them. They posted a new update I think
Yeah they just sent it on the subreddit too
it is very cool looking
Still need to fill out all my Necromancers stuff (Which is ironically the opposite of what i had planned to do, I planned for them first, then the rest of the gang) but I think most of the gang is alright for now
Shaggrath If death is broken, then must the opposite be true? Indeed, life works just fine in Anzenmezzeron, too well in fact. Wild beasts stalk the catacombs for meat, plucking freshly revived necromancers from their dust filled tombs like meat from oysters. Insect hives infect and roost in cor...
The scion probably needs another ability but that's a later thing
I find that scions usually get 3 abilities yeah
As do Freaks and Tyrants;
everybody else usually gets 2
Goootcha
It is lookin a bit like that there's a spread of 3 between abilities and traits
Like if a unit has 1 trait then they only got like 2 abilities
Give or take
Thoughts on first draft of house mechanic? Probably a little over powered but have fixes in mind Secret: When a non-(placeholder) unit uses an ACT ability while it has a Secret token, after resolving that ability, it takes 1 Curse damage and discards that token. When a (placeholder) unit does not have a secret token they may Sacrifice a MOVE to gain one. Secret tokens count as a positive token for all (placeholder) units and a negative token for any other units. Each unit may only have one Secret token at a time.
What benefit would it give your units?
i think it would be unit to unit some units would benefit from having it some would expend it for benefit and one would probably just transfer it
Ah cool,so varied between unit types . Would that be the only house mechanic?
probably yes cause it's kinda complex and eats a lot of power budget
aw fuck. man. someone did it first.
Tbf roboty undead covers a lot
yeah but
:(
we don't even have Any mechanics laid out yet, and this has torn our sails down pretty bad
Youโve got digital type stuff, youโve got clockwork, youโve got five nights at Freddyโs, youโve got reverse cyborgs
We have an aesthetic already, and at a glance it seems pretty different, but it's still the writhing of the soul
From somewhere within the deepest parts of the city, where time folds inward upon itself, contingents of a long-forgotten order have emerged. Holding to a strange code of honor that most modern necromancers scoff at, these knights of the Order of the Thorn have sworn to bring a heel down upon th...
Still a bit of work to do. Absolutely no idea how balanced it is lol
do multiple levels of honour and dishonour stack for purposes of attack dice?
Nope. I meant for this to explain that:
"They function similar to e.g. Strength and Weak, in that they cancel out, and have a static effect regardless of the number of similar tokens."
But maybe it's poorly worded
I imagine it could get pretty spammy otherwise, and figure ยฑ1D is already a decent benefit
I imagine most units won't ever have more than a few of either token, and that Honor will be difficult to maintain, but play testing will of course prove that or not
fair and true just thought i'd double check
does the pike check dishonoured after the unit potentially gains the honour?
Same Q for exaltation
Warhorn on herald might be a little strong given thralls can stack strength
Might have to reword murder since you've got the miss clause as part of the hit and ignoring armour might be easy to miss at the end of the attack
Why would making the damage fire matter for Barrage if you already ignore armour
Hm, no the intent was for those actions to check for dishonored before resolving...
Is there precedent for things triggering on a miss? Should the Miss part just be last? A separate line? Hm
i do not have answers only questions to bug creators with
godspeed
rule of cool is an excuse tbf
I am cool so I rule (this land with an iron fist)
Special Mechanic
Voltage: Galvaniza units gain a Voltage token after a MOVE. Abilities with Voltage effects require the unit to have equal to or more Voltage as the threshold to trigger, then remove all Voltage tokens from the unit.
Special Tags
Fanaticism: Ability effect that triggers if an adjacent unit has died this round.
hmm. not sure about fanaticism but stumped for more special tag ideas
I really like them! Would you like them being added to the tabletop sim mod?
I will need to draw honor/dishonor tokens so need to know their colorscheme. Irc, its red again, right?
debating a second homebrew even though my first one isn't near done
because i had what might be a very fun idea
faction of buddhist warrior monks (similar to abhorrers in that they're a split-off faction from a larger more standard denomination) who have karma mechanics
thinking about how to make "if you damage this unit take x damage" work as a faction mechanic without it being too good
it might end up not being as direct as that
kind of like retaliation?
yeah
becaus
i just remembered retaliation lmao
i can't JUST do that
it might be "if you damage this unit gain x token, next time you get hit by a certain attack you take x more damage"
or something
Dancefloor Is Lava - Why Oh You Are LOVE
Keygen Church - UltraChurch
Femtanyl - GIRL HELL 1999
also figured out the soundtrack for these guys

It's a good song, even if I do get a headache if I listen to it for too long
Hey thanks! They're not quite done yet - the necromancer doesn't have all her bonus stuff, the units don't have all the upgrades (tho this isn't strictly necessary for play testing I suppose), and I'm still not happy with some of the names. "Tower" lol so scary. But to answer your question, if you're fine adding them to the tabletop sim mod in that state then go for it!
The pink I was using was #ff7870
But if it doesn't read good against backgrounds or whatever feel free to tweak it so long as it's kinda rosy and not too close to Carcass
playtesting the wylderot
2 games of playtesting concluded, I am actually unsure on how to rank them strength wise
they have a lot of conditional strengths with clear counterplay. example given - you can in theory snowball with summoning thralls, but the thralls are summoned at 1 hp and can be cleared with anything aoe, which would make it a waste of an action and potentially put you at net -2 hp (you use 1 to summon a fly, fly is at 1 hp, so its 0, then you get hit with an aoe, fly is dead, your guy is damaged, you are at -2)
the wildcaller also becomes a priority target and are not that tanky - they have low hp and low saves, although magical armor does save them, but they also damage themselves
if the wildcaller is not addressed, they will snowball hard, tbh just like most freaks would. antipriest if let to live will make the entire army unkillable
this guy will instead tilt the action economy in your favour, and start generating vitality, which means more flies, which means more vitality
some builds rely a lot on movement or movement through enemies which can be countered by thrall by good positioning
weak soul gen is also meh
they def feel like a faction that needs to cook before doing anything
interesting
who did you test against? like which factions
i see grinders up there
2 games against goregrinders
i feel a bit lazy rn so feel free to fill it out first xd
interesting, i look forward to hearing more about testing against other factions
im gonna be testing against grinders tonight too
both games were a charge build, one was a lot of warheads+tyrant, the other was warheads+tyrant+wheels
the reasonining with wheels is since if i take armored units, warheads actually couldnt do damage to them
I actually feel fine enough to go for another round against somebody else, since i kinda dont know people that play something thats not carcass/goregrinders xd
and its more fair to play against people with experience on their faction
playtesting v grinders and i have only rolled 1s and 2s for the entire first round
this may be an omen

on the brights ide having a team entirely comprised of physically armored units is detrimental to grinders
I feel that so hard. First attack roll was double 1s in the game i just had now
im getting barely better rolls now by abusing elevation
smart
i would say that its bad lmao
I gave my horror armor and rn i am not sure it was a good idea since goregrinders CANT DO SHIT TO HIM
I think ill keep it tho
Dealing with armor is explicitly the weakness of goregrinders and tbh it felt fine even with it
nevermind i LOST
HELL on earth
two matches with neuromongers, two losses. this one was extremely close but the one against carcass was an absolute joke
ugh
I do want to give the guy a tankiness as an upgrade but unsure how, since it already can, very conditionally, gain 2 vitality on its turn.
How are you doing tests?
just fighting my friend
Oh okie
SO CLOSE
saw toothed slayer axe is the only reason they won
ughhhhh i can't help but feel like the faction is the problem though
I think the problem was not having anythinb to bodyblock with lmao
Ahhh
guh
So what do you think didnt work out?
i'm not gonna make any faction changes until i finish testing against igorri and abhorrers next at a later date
but
i'm still feeling like there's two big problems
which i will elaborate on in a little bit i need some water
I am actually proud after my playtest because the wylderot feel very fun to play and not obnoxious to play against
neuromongers do FEEL fun at least
They have a lot of moments that make you feel smart
I think they are very much an accidental inscryption faction because they tingle the same part in my brain
good thing to be inspired by
"do i sacrifice a fly to do this... No, not really, but what if i activate this guy, then he gas vitality since he is already damaged, then step 2, flying up elevation, and attack, putting your guy into blood rage, and then i use bliodprice and cut vitality off an ally i am now adjacent to, stepping 2 through you and dealing 1 curse, finishing you off"
Its not even that hard but it makes you feel like you have brains
Mothman feels fun to use
Sitting in a corner, stacking strength, very scary
Might be capable of creating too much adverse teerain though
I made 6 in 2 rounds
okay, post hydration, here are what i feel are the issues;
- synchronize is a huge mismatch with the majority of the faction's abilities
- taking turns to buff your army can leave a feeling of idleness / wasted time
for neuromongers to really get going they have to have lots of positive tokens to distribute around
and each form of token generation on them currently is tied to synchronize except for the sentinel
you move a space with your unit cluster and generate one token
but one token isn't a whole lot for a faction whose whole, like, thing is about constantly fucking with tokens
and synchronize kind of doesn't do anything for the faction, really
like sure, is it cool to see an entire black mass move in the same direction all at once like some sort of cattle herd? yes
but it doesn't actually do literally anything for the faction's gameplan beyond the first round
i'm sure there are some use cases where it would still be very helpful to have but not enough to where i feel like i'm gonna keep it
so i am going to be removing it
instead of replacing it with another, different faction mechanic, i'm just going to make each unit's token generation more impactful
i also need to toy with helpful negative token generation since Virus requires the existence of negative tokens to function and a lot of factions don't really apply negative tokens
carcass barely does, grinders barely do, mox does but you can't redirect plague (it'd be useless anyway), deadsouls does which actually would probably be the best use case of virus currently (doesn't work on doom but you can turn that weakness back on them), abhorrers don't, igorri don't
so i need to have a natural way to generate negative tokens to use as utility on my own units
this is all stuff i will have to spend a LOT of time figuring out
anyway sorry for the massive brain-dump
i am very passionate about this game and want to make a faction that feels fun to play without being a huge pain in the neck to play against
random question, how do we feel about AI art for proof of concept stuff?
Nah
Just nah?
Just nah
Mkay
Ai art models have to be fed on artists work and we discourage the use of them without explicit and informed consent of the artists
rog
struggling to come up with a good snappy name for a buddhist-adjacent sect
group of monks trying to reach enlightenment through repeated death and rebirth who also just generally try to help the especially downtrodden in anzenmezzeron
pacifist unless provoked or if their wards are threatened
wanted to do a pun on sunyata but i'm not nearly clever enough
temp name silent sanctuary. might keep it
Maybe Yatra or Pilgrimage, if you wanna play on the idea of the monks travelling trhough Anzenmezzron are doing as a journey to reach enlightment rather than as an end destination
hmmmmmmmm. i actually really like just calling them Pilgrimage
an idea i had, which is why they're called silent sanctuary, is that they don't speak
they hum what people assume are mantras and communicate almost entirely through gestures and other nonverbal and nonwritten means
they're just kind of chilling
comparitive to, like, goregrinders
who as far as the lore implies are just murder machines
Silent Pilgrims?
keep in mind, that each necromanctic house has a devil whom they have a pact with (and despite the Abhorrers having none, it's implied there is a hidden one)
(They could be a house thatโs devil bound them in pact because itโs trying to break them)
D.E.F.T. - Death's Eight-Fold Testament
the exact idea i had was that they're basically in a long standoff with a devil
the devil gives them power and allows them to reach closer to their form of enlightenment but it tempts them with dark powers
as yet none of them have caved
this is a thrall-less faction, not because they don't fuck with undeath and magic, but just because they're a "newer" (in the relative sense, considering how old anzenmezzeron is that could still be countless years) faction and most of their members haven't deteriorated to the point of thralldom yet
that's just how i assume thralls happen, anyway
die too much and you stop coming back the right way
perhaps the devil, is in their eyes good?, in that it performs the service of displaying suffering and temptation - for them to either give in and be reborn, thus learning a religious lesson, or as a way to strength their faith?
like the Devil is in essence an extension of an enlightenment, in that is a teacher, and death is it's ultimate discipline -- those who are disciplined to the point of the abyss are simply not worthy of enlightenment?
i think part of the idea is we don't really know what they think about much of anything other than that they like to help those that they have the opportunity to help
but i like these ideas
it'll probably be the pain devil (i'll think of a good devil-y name later) because their faction mechanic is going to relate to karmic retribution in a very combative sense
Perhaps the Ouroboros Devil? just throwing it out there -- I do like the idea of give/take mechanics
maybe that too
i'll decide more of the lore tomorrow when it's not 2:30 am
they are going to be a lot about cycles and things "coming back around" - if it wouldn't be terribly unfun to play against and also just a copy of miracle i would consider a self resurrection system
speaking of 2:30 am i left two whole words out of that sentence initially
I've made one rebirth mechanic, and currently, did another, and it's like miracle is the elephant typing next you as you write it
may end up making it something like - instead of them reviving they leave some sort of feature or resource behind afterwards
but this is all for a later and more awake me
i do also need to find music that fits
maybe i'll just give them three A Perfect Circle songs for the soundtrack for the meme
actually idk why i said that
i may entirely go back on this decision
it just depends on a lot of things
plus i like thralls
i'm potentially leaning towards doing a non-scion faction just because scions require me to come up with 3 different actions and god knows my brain is barely big enough for that
though then i'd have to do a tyrant anyway...
hell
well whatever i'll figure it out
i like that name a bunch.
0000000000000000000000000000000000000000000000000000000000000
00
000000โฐ00000000000
not a fan of this bit
So uhh whatโs up with this
It was my bag.
ah
new version of wylderot after the playtesting
playtest 2 about to commence
Kay so concluding the testing, i would say wylderot fairs fine against abhorrers but it really depends on the roster
Mothman can eat flies and dish out 2 devil damage to a single target which is, while strong, isnt really going to help with the necro
So the only units piercing through abhorrers at all are the hunter and the tyrant
Which imo is fine i guess
It was a draw
Just realized i should add my pulls to my roster so that this way enemies are closer to the overgrowth
4x4? xd
oh wait 2x2's
Special Mechanic
Voltage: Galvaniza units gain a Voltage token after a MOVE. Abilities with Voltage X effects require the unit to have equal to or more Voltage as the threshold to trigger, then remove all Voltage tokens from the unit.
Special Tags
Flash: A Flash MOVE or Step is free movement and allows the unit to move diagonally.
hmmm.
How high are the Voltage costs usually?
do galvaniza get additional ways to MOVE?
I'm thinking along the lines of 2-4; there'll be more unit-specific ways to gain them too
Maybe! I don't want to cramp too hard on Goregrinder's schtick with half their units getting a 'charge' ability though
I was just wondering bc maybe it can be a bit restricting if the costs are too high
Imagine saving up 3 voltage tokens and then someone killing your unit
Which, I guess is a form of counterplay but it's good to think about it
The good thing is that you can go a bit crazier with the abilities since they have a cost that you have to build up before using them
There'll be unit abilities that help build up ally Voltage and stuff like that
Right, it'll be an interesting space once I start digging into it
The playstyle vibe here is charging up to big explosive burst turns
That's very cool
I just feel like I need another tag to 'complete' the mechanical suite
Interesting from the enemies POV too
They have to think about which units are gonna use their big moves and which units to focus to prevent them from doing that
Pretty nice
yeah, I'm hittting a brick wall with the faction I'm writing too
Like you have one mechanical niche thought out
But I have no idea what to do for the second one
Mhmm
Looking at the book's factions and thinkin about how their tags works into each other helps a bit
As in like
Each one puts a different angle of incentive on the faction
Deadsouls has Doom and Isolate
Doom is pretty straightforward; you want to slap it on enemies and make them unable to kill anything to win by stallout
Isolate is a positioning incentive; it helps reinforce The Vibes and also gives you stuff to like, do and worry about while also working with Doom
also to enable stacking Doom
Blood Rage is the big one for Gore Grinders, it gives you one chance to hit back, and hit back harder whilst you're at it
and berserk emphasises the importance of using that chance to be hyper aggressive by saying if you're not close you hit yourself
if you are do a splash damage
Did a lil bit more work on the Kronodores (pardon the typos)
Gonna probably starting putting this in the template this evening
These are neat
though Thralls taking soul out of your pool on death is pretty mean
even with Extort
maybe it works though!
Sure sure
These also donโt have stats which I am working on right now
I could give them a bit higher defense and maybe some armor so they survive a bit longer
Special Mechanic
Voltage: Galvaniza units gain a Voltage token after a MOVE. Abilities with Voltage X effects require the unit to have equal to or more Voltage as the threshold to trigger, then remove all Voltage tokens from the unit.
Special Tags
Flash: A Flash MOVE or Step is free movement and allows the unit to move diagonally.
Extoll: Grant an adjacent unit a copy of a token on this unit.
I think I've got myself an interesting framework for these guys now, unique-mechanics wise
The idea here is that units build up Voltage and then have Big Burst Turns
Icic
Flash is just some cool mobility, Extoll helps spread out Voltage faster (or do funkier things)
I assume these guys work with speed token?
Yeah, almost certainly
Yeye
Might focus on Speed and Weak?
Oooh. Interesting
GALVANIZA
A fanatical, disorganized, and dangerous technecro-cult that has quickly sparked across Azenmezzeron, Galvaniza's believers search for a very different form of Death's End; the ascension of the body and soul to pure, unaltered energy. Their preachers and scientists convert their bodies and followers into amalgamations of flesh, wire and lightning in a frenzied attempt to grow ever closer to 'beings of power', proclaiming their necromancy is born from mere faith and science. Despite its chaotic operation and nonexistent structure, Galvaniza continues to grow in numbers and influence, and rumor abounds that something is shrouded at their center, pulling the many wires towards a greater purpose.
Playstyle:
Explosive bursts of power.
Soundtrack:
Dancefloor Is Lava - Why Oh You Are LOVE
Keygen Church - UltraChurch
Femtanyl - GIRL HELL 1999
Also fuck yeah ultrachurch
i used master boot record for the neuromongers soundtrack so i agree good song choice
plus the (second) best everhood song
which one is the best everhood song??
yeah this is pretty good
galvaniza is something i actually am very interested in playing so i'm excited to be watchin the development process
Made a sprite for gnatknight, the wylderot horror
oooh, love them
this is awesome
love me some bugs
i am a Bug Guy through and through
looks amazing
The bit with the hanged man is that while taking a whole bunch of them can risk tanking your soul gain, they have the ability to remove extorted tokens off of themselves (you can extort your own allies) so you can potentially get a lot out of them
Also yo!
Right
i wanted to go the funny route and do a similar thing to the ammo goblin nose because its a fly/mosquito and this is a fun way to do a proboscis
it's definitely an interesting idea, but very scary to think about getting your soul obliterated
hrmm. not sure which unit type galvaniza shouldn't have...
though i think there's something to say about the way they influence the enemy's decision making as well
theres actually another homebrew house that has a hanged man as their necromancer and i was confused for a sec xd
Lol
because they would likely be much more willing to actively attack thralls
to deprive you of soul
thus giving some of your other units more room to breathe
Ye
very curious to see how it works out in practice
weird is fun though
Oh yeah they are
excited to see it develop
Im playing with the devil over here
tempted to say 'tyrant' because I just do not like tyrants
i really like tyrants a lot but i still omitted them from neuromongers because it doesn't fit them
thoguh having a really giant cyborg would be cool
adam smasher in maleghast
They're perfectly fine units mechanically and all
having a Huge Centerpiece Guy just isn't my vibe
but Rickertock losing a Hunter worked better
Necro
Itโs one of its upgrades
but more sensible
me love centrepiece guy
i feel like judging from what i'm seeing of galvaniza you definitely shouldn't lose thralls at the very least
Oh absolutely
having extra units to generate and spread voltage seems essential
Freak, Thrall, Horror i think are a must for them
I do think tyrant could work on these guys
i feel like having a really big dude who has much bigger adjacency could also be helpful for extoll
Hunter probably has a place, so perhaps boils down to Tyrant and Scion
just an absolutely massive dude covered in a haywire faraday cage
Mmm, yeah there's some neat things I could do with a Tyrant in this setup and thematic, you're right
And I imagine a lot of voltage effects are gonna be self splashes
scions tend to be mainly focused on being bruisers most of the time
Which tyrant big for that
with some support there
scions really are odd and they may be what i kick out of silent sanctuary because, like. they are kind of just "pretty tanky unit that does many different things" which can be hard to develop for at times
tyrant works as something to do big spend a bunch of voltage tokens on
if neuromongers did have a tyrant it would be the exact same as what the scion currently is just bigger
Scions are the faction's 'everyman'
They interact with all the mechanics and function as basically the cornerstone
Igorri drops them because they focus on specialization
thereโs enforcers, carnifexes, rotten, penitents - all of these are super bulky, and then thereโs chosen which are less bulky but harder to hit
Rotten my beloved
all of them also deal decent damage and do a bit of defence
Heโs just a guy!
chosen being the one weird exception
Hrum... I don't want to drop Hunter because Rickertock already did
Horror... maybe
but deadsouls is, in of itself, a weird exception
yeah chosen are weird
tyrant is weird, thrall is weird, scion is weird
the most normal units are the hunter and horror
Chosen still fit in the Scion role because they're cornerstones
They do all the Deadsouls things, which is the key
Iโm tempted to make this thing slow the user after the attack resolves
if chosen didnโt exist thereโd be more cohesion
does this writing make sense or should i mention outright you need to roll a d6
i want it to be a random token you gain
via whatever you roll
havign to go back and change literally every neuromongers unit
I wish i could just take all 6 unit types for these guys they all have a solid place in the theoretical vibes ๐
that's the problem i'm at with silent sanctuary
i have no idea which type i want to drop
I think I'll bite the bullet and scrap Scion for Galvaniza
i think tyrants are hard to make
They areee
because they are not your strongest unit
but its easy to forget about it
adding mr stinky to the tabletop
Beserker acts as a very nasty outright threat, Egis is acts as a big old reliable roadblock between your firing line and enemies, Holy Body is a hard as hell to kill supporter, Homunculi is a ramping powerhouse, Bound Devil is a debilitator and suprise burst damage
so it begins
having to redo an entire segment of each unit is gonna sting but eh whatever
i do this stuff for fun
I think this works, and I think that one of Chirurgeon's soul abilities does the same
holy body has multiple functions
i like to use it as a bomb
sentinel reworked
luckily i don't have to rework the brainiac at all since it didn't have anything with Synchronize before
the biggest victory is that sentinels still get to keep the "big arm" attack
just a different kind
Dropping Synchronize from the faction, or?
yeah
check the lycan wording because itโs the same thing
thank you ๐
it didn't really fit with the core tokenfuckery mechanics
That's fair that's fair
and honestly ended up making me a muuuuch bigger target for aoe
like i still think carcass is a pretty tough counter against the neuromongers but much less so now that their gameplan doesn't hinge on staying in one clump
so, the big thing is all of them deal decent damage, and all of them do terrain clear
and most have some form of aoe
i think bound devil doesnโt
bound devil lacks aoe but has mobility and ways to debuff opponents
netweaver
because they lack step i made malware able to ping off of an ally in range 2 rather than adjacency
and kept the range to 2
still keeps the concept though
the razor
i feel the best about the changes i made to razor
kept most of the original kit just in a different context
it can still be a complete crazy fuck with two sword arms jumping at you
people are working on dino factions already but here's mine i guess
The Fossilmen
As necromancers journey into the centre of the city in search of the Ending of Death, they find the Fossilmen.Whatโs dead in here never dies, after all. Creatures from eons before the monkeys walked upright stalk the tomb-dry corridors and halls, memories of sweltering jungles and gushing blood running through their skulls. Hanging in perpetual undeath down here has taught them to stand upright and grasp things, but their dim memories tell them the same thing that theyโve always been told - that this place is theirs.
Intrepid necromancers who donโt kill or avoid these things can sometimes tap into the Fossilmenโs collective consciousness, making something akin to a demonic pact with it. This gains them control over the lumbering hulks of scales and bone - for as long as the Fossilmen dare to tolerate them.
Playstyle: Resilient but lumbering.
Soundtrack:
Gojira - The Art of Dying
Rage - SoundchaserFaction Mechanic: Cold-blooded
Once a turn, whenever a unit with this trait receives a token from any source, it may choose to also receive a Coldblood token. Units with Coldblood tokens cannot spend, and are not affected by, other tokens. At the end of the round, a unit with a Coldblood token automatically spends all Coldblood tokens it has.
cold-blooded needs a stronger downside at the moment - 1 damage taken if they had any negative tokens on them when the coldblood is discarded maybe
i think its fine? i would maybe make them harder to get
there are not that many sources of negative tokens tho
i think there's going to be units or upgrades that can key off of having a coldblood token or the end of round spend
maybe they don't get it automatically and need to hit certain conditions to gain them
definitely thinking of a SOUL power that triggers after spending coldblood tokens to do a bunch of shit at once depending on what positive tokens they had
or maybe giving them to the enemy. so much for your berserk, idiot
boy i just realized i still have to do the necromancer
fuuuuuck
that's so many skills and a trait i have to rework
hmmm
Ampolyte
Galvaniza Thrall
Conduit
Galvanzia Freak
Tesla Preacher
Galvaniza Hunter
Surgent
Galvanzia Horror
Lady Of Power
Galvaniza Tyrant
Still debating if I want to drop Scion or Horror for em
Faction flavor text. Playstyle Financial Investment Faction Soundtrack A B C Special Mechanic: Extort: Abilities with Extort gives +1 Soul when used on a unit, afterwards giving them an Extorted token. Extort effects do not work on units with Extorted tokens. Special tags: Bribe: Abilities with B...
it is done
it atleast done with working on it tonight
By the way, any updates on rickertock or are they done?
DUnno why i went so long without referencing lord of the rings in my faction
Considering it inspired my love of Treeple
But I decided to call my tyrants main attack "The Last March of the Ents" which does one damage to a normal target, but always deals 2 to a wall and an adjacent wall
this homebrew has a horror with 3 act abilities ๐
Btw @ivory bane I just saw the latest Maleghast room on tts, you should put the link to this chat under the "Leave feedback" section so folks know where to actually leave feedback
This was a lie
the homebrew effect
True!
The Expelled
The Expelled are promising students of the arcane cast out of their colleges and apprenticeships for consorting demons and performing the black sacrament. The Velvet Mind being a particularly prolific recruiter among those devils which lead students off the path. They often come to the city eventually, with all their other options exhausted, to continue their studies among their fellows. Their actual foundation as a house is up to speculation, many pinning it on some dean of one prestigious university or another falling to demonic temptation and dragging some students along with him to this city sliding into hell.
The Expelled combine the baleful magic of death and souls granted by the black sacrament with Evokation, an energetic magic granted by the study and binding of stars. Evokation is an ancient magic, not bound by Devils or by Gods but held within the sky above to be ripped down by mortal hands. The cold-white starfire it commands scorches the body and spirit alike, while the unique arts of Evokation can rival even demons in their awe inspiring power.
Expelled lore update
just popping in to say I love The Archive very much
this seems like a pretty good 4 cost i'd say
not quite a 6 cost but definitely better than a 3 cost
for this faction that kind of ability is very potent
being able to pick what you can distribute to your allies or transfer to your enemies
So you can turn all negative tokens to slow then all the positive to strength on a ranged unit?
only on the necromancer, but you can then transfer those tokens at the end of the turn with uplink, yes
That was just like my first thought for silly combo
especially considering
hold on
this is a necromancer action
actually nvm wannalaugh wouldnt matter for this
was gonna say oh you can remove weakness
but
you can do that anyway
since you consume wekaness tokens before the attack to add range
zip bomb is a really scary attack but veeeery conditional
fuckn finally
trait replacement
rework is done
hallelujah
playtesting will resume eventually
Necromancer house that has made a pact with XeโYzzak, the Lightning Devil. The necromancers of House Amperia act as living conduits for their Devil master, their brains half-fried and bound to its will. The blue crackling energy pouring from the coils and dynamos grafted into their flesh reanimates corpses and makes the dead surge forward with twitching movements and an eerie coordination. The static generated by this demonic technology creates a loud humming noise that accompanies the Amperia wherever they go, tainting the districts where they have established bases in a dim hue of artificial light.
Got around to writing the fluff part of my homebrew house, will probably re-write it at some point down the line since I'm not 100% sold on it
shocking
I wanted to make them distinct lore-wise from the other electric-type homebrew necromancers Derpghost made
Ooo
Im almost done with the Shaggroth I just need more necromancer abilities -_-
Gang who woulda thought game design was hard actually
me. i did. i have long been peeping the horrors
the simplicity creates a lot of boundaries, but interesting possibilities
i've long been much better at criticising homebrew than actually making it
I have some experience doing homebrew RPG and board game stuff but wargames are freaking hard
https://docs.google.com/document/d/1lKg2S2grmNsnpqxRRQlsbz9s2-L8F-4RHJxG_Yovy60/edit?usp=sharing
Okay outside of SOUL ability options and Upgrades, we're mostly ready for playtesting
Shaggrath One of the many โdruidicโ sects of necromancers that survive in the wastes around Anzenmezzeron, the Shaggrath have joined the Black Sacrament under โThe Black Goat Devilโ who is said to continually birth monsters that warp the mind and flesh. The Shaggrath themselves are a primarily f...
Figure i'll hold off on upgrades right now, finish the SOUL, do some play tests and see what would be better for higher level play
(Also just for transparencies sake and because I asked about it the other day, to my knowledge none of the art I used is AI art)
Is the Black Goat Devil inspired by Shub-Niggurath?
Love me some lovecraftian horrors
Figured she and her dark young would be a good vibe for some necro-druids
Very noice
the woods! the woods!
While the major houses fight within the city I like to think the several homebrew druid covens are fighting in the wilds outside of it
I'm sure there's gotta be some rad deadwood groves in Azenmezzeron or somethin
Like going to the park and seeing geese fighting
the way i think about it there's probably some of anything in anzen
if it's that old
Corpses feed the plants so it makes sense that the flora in Anzenmezzeron is ubiquitous and lush
Maybe tainted with necrotic magic
They just feed on a corpse for six days, wait for a new one to appear and do it again
Its sorta like the ring wraiths in lotr, that their lives have been stretched far beyond what is possible and now are effictivley ghosts...but for like trees
Ghost trees
Tree ghosts
goats
goats
Yea that was the idea behind wylderot
Flies are kinda like bees to them, except instead of pollinating the flowers, they feed them with rotten flesh ๐
goats
i like to think there are some sort of giant pangolin wandering around anzen pulling chunks of walls off to get at hidden souls to eat them
i like critters and creatures
3 Druids in full cermonial regalia standing around a goat excitedly pumping their fists Goat goat goat
there's not really a beastly faction is there
Not yet
I was originally leaning that way but I felt the themeing was a bit weird. That said I fully believe there is a mantis shrimp like bug monster roaming the tombs, cracking open coffins of freshly remade necromancers and eating them before they awake
Mhm
Stroodles making plants, i am making flies+animal girls...
i think there's an untapped market for "big fucked up animal" faction
I think somebody thought of a house that is just critters
either werewolves or like, combining the bones of animals with humans before reviving them
My Cryptik faction has a lot of animals but most of them are fucked up dinosaurs
to kitbash your own abomination
the red
I mean, Igorri kind of since they have lycan and strigori
But yeah no fully dedicated beasty bois
Begins Guitar noodling
that's sorta gore grinders in my brain
they're party zombies in the way that actual vikings were party people
Violently
they did throw massive shindigs they just did so after obliterating a bunch of people
i think goregrinders eat something like pork al pastor or shawarma because the meat cooking on the pole looks vaguely like a pile of bodies
this is the sinle dumbest thought i've had
Nah you're cooking something here
I was considering what other foods exsist in Anzenmezzeron besides meat dumplings, moss, and I assume dirt
A lot of meat is up for grabs