#MALEGHAST HOMEBREW
1 messages Ā· Page 7 of 1
already done that
just want something above his head like dis
but i aint feeling the rank
i love it but its too much
has to be small
hmmm actually
too much?
ill just have a basic one for now
can always ad paintjobs in future
tell me the vibe and i may be able to help
i think this one works, but i like the base one tbh
they are literally sand undead piloting mechanical bodies
It is taking everything i have to not suggest something egyptian
The Denizens of House Zeitlos have a thing where the more time they spend in undeath, the more their flesh turns to sand and they have to replace it with said mechanical carapaces
I'VE GOT IT
i did have that in mind while making them but it feels too cliche
the skull thing, but the eyes are gears
too ornate
oh ok
gotta be simple and crude
can't help then
like old plane paintjobs
ill keep things in mind but till then
Big Bro Barghest can now protect his lil brothers
Maleghast brewers, we have bad news
we've been using the wrong terminology for a mechanic this whole time š
what is it?
creating terrain
(we have been saying "create a piece of elevated terrain" when it could have just been "create elevated terrain")
LMAO

Pfffft
A reckoning upon the community
I still think its funny that this guy will die faster than 1 (one) naked midget with a whip
the Barghest?
hmmmmm perhaps
thing is barghest is harder to hit while whippy boi is practically a guarenteed hit
miracle is scary tho
fuckin 4 miracles in a row is our groups highscore
damn zealot wouldnt bloody die
good news it was mostly fine
I actually suggest nerfing this then lmao
If its tankier than a penitent, its too tanky
Because penitent is already undying
I would suggest giving it enforcer hp-save-armor instead
Oh yeah hold the line and steadfast too
Ironman is near useless tho, people typically dont attack at all if it would be completely cancelled out
true
Defense is more or less "how hard is it to hit" and this thing defo looks like its very easy to hit
I would actually
Hmmm
hp save-armor?
i assumed hit is like dnd AC
it could be either harder to hit or harder to hit meaningfully
Deadsiuls have high df because they are hard to hit
Penitent has df of 2+ because its actively trying to get hit
Enforcer has 3+ because he is very big, despite being armored and having a big shield
same is goregrinders scion
Then i suggest sticking to 4 hp+armor
i wanna keep the superarmour
I really, really dont recommend it
how come?
- This is a high damage unit
- With accolades it gets essential +1 hp
- it derives counterplay
- its kinda annoying
So like the thing is, if a unit both kills you easily and is hard as hell to kill, its not really a good idea
Making it physical adds counterplay, hence why enforcers are actually high damage units
Penitents on other hand deal wet slaps worth of damage
I also think it would make sense for the mechasuit to protect little against magic
Like it stops the hits, but poison seeps through anyway, fire cooks the pilot inside, curse/holy - pure magic
more fitting?
ill change ironman to be something mroe worth taking
Hold the line is replaced with Wreckage, and ARM is physical
also bumped up his hp to 4 instead of 3
Whats hunker down meant to do btw?
protect the lil ones as cover and graze damage is denied
Theres just no such thing as full cover xd
wait
one sec
just cover than
basically Hunker down is legit just "i am rock"
do need to word it better tho
Under cover would probably mean that the bargeist gets cover and thats it
Which is kinda wasting the action tbh
it also denies the graze damage from misses
wait can u apply tokens to graze damage?
Maybe "grants cover to allies" could fit better?
"counts as a valid source of cover for allies"?
Strength tokens? Yes
So do you want them to give cover to others or to tzemselves?
themselves
I just dont see a situation rn in which hunker down is better than to just shoot :<
hunker down is a ground gaining tool
push them up front, hunker down while your trenchfoots set their shovels to make trenches
Yea but why
Hunker down just kinda
Makes your enemy ignore your guy
But you also kinda waste an action
choke em and roadblock em
Simoly because the main gun is very stronk
only if ur roll high
I mean the 2 damage base
ahhhhh i see
I would actually suggest switch the 3 damage bit for splash tho
doesnt carnifex have an even stronger attack?
It, for example, sucks ass against armor
so it ruins goregrinders
Way i would do it
Attack Range 2-3
On Hit: 2 fire damage, (5+) then Splash (Target) 1 fire damage (6+) ignores armor
damage nerf
that would be broken
That would be better
much too strong
Mhm
Still functionally weaker than 3 base imo
Your new take is better
Lastly, devil damage fist...
I would actually make it an upgrade
Okie, i dont think its too bad, just remember that it becomes 2 damage if it ever has strength
Devil damage is also a bit more than just true damage
i thought devil damage couldnt be fucked with?
It denies a soul and a corpse too
Cant be reduced
pulverize baby, nothing but paste
you've made a melee ushabti
hmmmmmm
honestly
yes
i might be open to change if explained but for now yes
i want thralls to be scared of these guys
You can word it as
Cannot be increased by strength.
Do note that it will deal devil damage on a graze and as written all other effects except damage type are lost
So ughhhh
On hit: Deal 1 Devil damage; push 1. This damage cannot be increased. On graze, damage type is physical instead.
I think this will make for a fun gimmick ability
too wordy and confusing
ill settle for this
its practically devil damage without the soul killing
i am content enough with this i guess
i can add an upgrade to add devil damage as a thingie
or something along those lines
You could just make it an effect instead of an on hit
Then its just
Press button to deal 1 devil damage
wait wait
BY ANY MEANS
No more, no less
IDEA
YOU MADE AN USHABTI AND NOW YOU GOTTA DEAL WITH IT, BULLFRAWG
and the ushabti clause dies
watcha mean?
(6+) deal 1 Devil damage instead
or
(6+) damage type is Devil instead.
is closer to vanilla wording
thoughts?
*Barghest
oh wait no i already have a powerfist upgrade
nevermind
complete...i think
If thats okay ill take another look at it tommorow
I think its possible to stick to the original idea without it being overwhelming
Also hunker down
you are considered
against this unit
much more simpler for dumby brains like myself
thankie for the help so far @ivory bane
Iāll leave it here for now, gotta focus on money commissions
Minor thing but i noticed flame slugthrower is an attack but has no on hit thing
So i assume its supposed to be an effect strictly
ye
u hit, u roll the effect die
easy peasy
... so its an attack but the only effect you gain from hitting is the effect die?
But it has no āon hitā effects. Its just the effect
Itād make more sense to write it as
On hit: 1 fire damage. Effect: (4+) 2 fire damage, (6+) ignores armor
because its less clutter
and the problem with that
the way its read is it gains 3 damage
only meant to be 2
less clutter for you, incomprehensible for most
Now it makes sense
just feels like extra steps but i dont mind
It is yeah, but its for consistencyās sake
Weird homebrew idea I had for an industrial based faction
might have already beat ya to it unless ur going more "workers unite" with pickaxes and weaponised mining equipment
hmmmm interesting
Some Necromancer actions. Don't know if they are reasonable.
Already disliking hidden sniper
wait these arent soul abilities?
necromancers can have both extra acts and soul abilities
oh im aware
i just wasnt sure if these were act upgrades or soul acts
Hidden sniper should definitly be a (2 soul)
also is the factory a tyrant?
or is it its own thing?
Its just that you including attack tag means that you MUST make a to hit roll
But it not having an on hit section means that ut doesnt care about hitting
Fairo
Kay, you sure on this?
Perfection
Cuz it allows for those combos where u can stack any tokens u might have put on him
And if worse comes to worse and they feel lackluster, then I can change in future
No biggie
Weirdly enough House Zeitlos has several combo builds as Iāve tested with my group
The main three have been
- Fortifying a singular position and retreating to set up post for a counter attack (rinse and repeat)
- Militarum style: thrall waves with covering sand-gas and attrition
- War Thunder: pile ur weak units in the ship and have them fire downwards until it crashes and burns, then hunker down in the wreckage for a last stand
Goregrinders of course have the easiest time breaking through the defence lines but Zeitlos just barely comes out on top, provided they get their trenches down early to slow em
Abhorrers seem to have an advantage over them, the miracle system and the late game scaling makes it hard for Zeitlos unless they cut em down early
Weirdly enough @ivory bane we put them up against wylderot for funzies
Had to keep your flies at bay with Duchess bombardment so my tyrant was just on fly-killing duty for the whole game. Meanwhile the trenchfoots broke through you but got skewered but the gnat knights
Airship got shot down but it didnāt matter cuz morserteams managed to get a lucky shot and obliterated the wild-caller
Legit became a 1v1 necrobattle
Wylderot came out on top since Zeitlos Necroās abilities are reliant on mostly buffing troops
2hp wylderot was all that was left standing besides 1 trenchfoot and a gnatknight
All in all wasnāt bad
Needs some slight tweaking but should be relatively balanced once zeppelin has token art
Theres another wylderot rebalance incoming btw, going to make a bunch of abilities curses and probably get rid of strength on necro
The only unit with strength is probably going to be mothman
btw in retrospective going all into gurgled name with an upgrade is also a viable strategy
you can do some NASTY gnat knight combos
Main reason they one is most of them have flight
So they ignore trenches
Darn winged bastards 
Trench warfare ain't shit
trench warfare fan vs just have wings enjoyer
wings aren't even needed, some deadsouls just levitate for no visually apparent reason
deadsouls having 5+ saves is still just living in my head
Atleast until Booby trap upgrade is chosen, then those winged bastards canāt do shit >:3
Too bad I didnāt choose booby trap
gonna start the homebrew arms race
I didnāt take a Barghest in the wylderot skirmish cuz it was still being tweaked, wonder how itād feel with em
To be fair, their thralls are garbaaaaaage
and the streets of anzenmezzeron would be engulfed by a pointless war once more
I just love the idea of Wlyderots tree hugging fly things vs industrious sand robots
Also @low river donāt u have a homebrew house?
Dinosaurs
i do wonder if the music ive chosen for wylderot was too obscure for people
oh right
alongside upgrades and attacks, i need to make a soundtrack for the mezogogues!
That reminds me
kay, think this update actually makes necro more important
since a bunch of souls abilities actually have range
and rusted blades only apply to necros attack
Wylderot is also semi hard-countered by curseproof now
That, but without the guy on top
If u want ideas for a mechanic why not them fuck around with corpses to make themselves bulkier or such
also, we technically don't have a tricera, but we do have a chimera with one for a head
Steal peoples bones >;3
Maybe one of the upgrades could let them make fossil tar adverse terrain
Create black tar pits >:3
As it should be >:3
rotting aura is less of a meme now
instead of making your necro kill itself and explode, it cant slay the necro, instead making them stay at 0 hp
if your necro is at 0 hp, every use of rotting aura will splash 2 curse damage
Not bad against melee units
ok, i'm just gonna erase the hydra unit from the horror slot and throw in like...idk...a stego or something
Hydra is a dinosaur?
it was meant to be a pile of bones that became another monster, but it just never felt right
..should mothman get magical armor....
kinda, but more
Nah, it shouldnt
never really felt like it should be there
Mothman is a bitch of a necromancer to deal with
mhm
its a tanky artillery piece
or it can be just a general support unit
or it can be a budget berserker
Very flexible
Found it hard to gain any ground against him
But again I didnāt have Barghests so might be different to have some tanky boiz
Also if I still have some steam after Zeitlos
Samurai Zombies are the next faction
i am still pondering another faction concept
already explained their gimmick a few times
ermor inspired ghost-romans
all their big units have "fetters" deployed on board alongside them which they share hp with
the units in question are spectral and thus are very hard to damage and walk through walls, but cant get away far from fetters
Seems cluttered
it is very cluttered
but i think its fun
Both to play as and against
Adds a lot of tactical elements to it
Would thought the ghost Romanās would be more formation focused
Yea but thats kinda boring
they still are tho but indirectly
since they want to protect their fetters
whenever a ghost moves they may choose to move themselves or drag along a fetter instead
so they are very slow
Bad thing is fetters occupy a space and in the end will basically have a unit blob
No way for enemies to sneak into the cracks
do note that you can walk through ghosts
and mathematically you cant really put fetters in a way that is completely inaccessible
Their roster would look smh like
Shade - an easy to deal with thrall that has no fetters but deals curse on hit+weakens
Spectre - a scion with a melee and ranged attack that can deploy a shield in order to stop people from advancing
Poltergeist - freak, specializes in moving enemies and environment a lot
Revenant - a hunter that marks a target and pursues it specifically
Apparation - a horror that sucks out positive tokens to buff itself
Either that or apparation could be a teleporting tyrant that debuffs people a lot
Revenant could actually steal a soul of the marked target if it lands a final blow š¤
That might fit a faction with extra soul consumption
Why not have the units deploy banners on tiles that they can fight around
Their fetters being said banners
how would that work?
Deadsouls build walls, think of it like that except perhaps they can do it manually and some can do it upon death
The more banners u make the stronger the units become
Destroy the banners to weaken the units back to their original power
I was orienting myself around wto ghosts
Ye ye thatās the thing
Its not that fetters make them stronger, its without fetters they just dissipate
Hmmmm, ur adamant of them cluttering the field with fetters ay?
I semi-lean on it being the best way to handle the concept
It allows to make ghosts properly hard to kill
Mmmkay
Without them being a gimmick roundabout faction like deadsouls
Got a design in mind?
Hmm?
Cuz if not I recommend Roman deathmasks
Visually - yea
I would lean into masks and veils
I am not really set on the fetters being a thing tho
If u can find a way to avoid the clutter, I think itāll be a good idea
Could still into something along the lines of deathly fog that has shapes in it
WOuld fit with a roman aesthetic
I had a Flavor idea for a ghost faction but nothin mechanically concrete
Oh, the necromancer in this concept was meant to be a very low hp unit that can take over fetters to respawn
yeaaa i think this fetter concept is weird and everybody told me that
But i like sharing it since i didnt actually sit down to write anything yet xd
Itās not that itās weird it just feels like the way youāve pictured it, feels like a WoW raid
GRAVEDIRGE
Every final full moon of the cycle, many gather in raucous celebration, music, and battle so that their patron, the Last Breath, may hear them from beyond the Veil. The loudest chosen are stretched thin across the border between life and void, bodies turned ethereal as they are gifted the power to manipulate souls with no forms. Gravedirge necromancers are ravers, rockers, and musicians joined by hosts of specters and wraiths who gladly rehearse their rhythmic brand of battle on everything and everybody, always in preparation for their final performance.
Soundtrack:
Danny Baranowsky - Portabellohead
CRX - Broken Bones
Chris Christodoulu - Reaped By Death
I still need to think up a gimmick that isnāt used for weaboo faction
its very finicky
Hehehe the musicians who fell off
This, The Factory is a special piece that sits still, there might be a Soul ability I have cooking that will move it around.
Might be adding to the already tree-centric factions in homebrew, but what about weaboo that have Sakura trees growing inside them
big fan
that sounds very cool
pink is such a nice color to work with tbh, scortifiore slays so much
Here
Arenāt they more faded red?
Iām digressing
I was thinking they are a faction that gets stronger the further into the rounds they get
Like their tree body is quickly over growing
But they get slower
they are rosepink
Ooooooh they are pink :3
I'd be careful to not step on Abhorror's deal
But sounds neat
i think its fine to have multiple faction explore the same design concept in different ways
especially if they are thematically related
abhos are also weebs, for example
Nah nah, nothing like that, more of the longer it gets into the rounds the slower they get but also the stronger they get till they turn into Sakura trees :3
At the start they are fast but donāt do any damage, then the growth begins
Well yeah but Abhorror's whole shtick is that they get stronger with time
So basically the opposite of the mezogogue gimmick
Thatās Deadsouls, Abhorrers is more odds and evens
Stance does a couple things
Ye not talking bout stances
its both
half of abhorrers units stance on odds and on evens
half stance as the game goes on
inquisitor and zealot grow as the game goes on
Itās wild how much scaling they have
antipriest and penitent alternate between odds and evens
Could always make weaboo house charge-up hitters
Their gimmick can a sort of Path system where doing one paths actions empowers the other
Making u constantly switching tactics
Like one unit example could be for each round this unit has not attacked, their Unsheathed Strike could do extra damage
And vice versa
Rewards pacifism until they see red and go ham
Aaaah Iām getting distracted, I havenāt even completed Zeitlos completely yet
such is the homebrewers curse
Iām just gonna call it the the āCodeā mechanic and leave it to the side for now
Also I saw mention of a Lovecraft house
Was it ever completed?
no idea :<
Oh, btw, if thats okay, if you could add your homebrew games to the game tracker, it would be nice
Game tracker?
mhm
it has a separate page for homebrew
https://docs.google.com/spreadsheets/d/1BxEBm6RnXR06WYUrrQGrG75jplqrv2x3PabcOfx-Ue4/edit?usp=sharing
JANUARY
Matchup/houses,Matchup/houses,MALICE #,WHO WON,WHO LOST,ROUND END,ESTIMATED TIME,DRAW NOTE 1,DRAW NOTE 2,DITTO?,DRAWN DITTO?,ADDITIONAL NOTES,This is purely for statistical reasons and you have no obligation to fill any field you don't want to. If there is anything you want removed shoot...
Actually, multiple
I dunno, I donāt really like keeping track of games I play for fun
Makes it feel like homework
Thats fine! I just like to know the numbers for my stuff personally
I can try and do it for homebrew from now onwards but no promises
So
Coming back to ghost romans concept and "fog"
I think making them use something similar to a formation concept is good, but i dont think its a good idea to just give them formation rule
A concept: Whenever a unit activates, it and all adjacent allied unit may step 1 in the same direction.
Hmm
Maybe this could a separate rule
So theyd have smh along the lines of
Fog tokens and Discipline tokens
DIscipline tokens can be spent on maneuvers together
Fog tokens can be spent on protection (?)
Sooooo goregrinders roar ability?
Hehehehehe
I kid I kid
The manoeuvre ability I like
Dunno bout the pseudo roar ability
Could make a list of maneouvers all units can do and their prices
I think it could be fine if they are not really that mobile
thats the idea, yea
Theyād have to be small tho
i think like 3 would suffice
I reckon 4 is a good number
Id make them all movement focused
Maybe like
self+adjacent step 1 in the same direction
pull all allies in range 1
step 3 towards nearest ally
Something like spend 3 manoeuvre tokens to have this unit and all adjacent units enter a Phalanx until their next turn
Phalanx would basically give all of em +1DF
Jazz like that
I think its better to keep dicipline as a reposition tool
and have all their native move be like 2-3
Thats the idea
For some reason the idea of Roman biker gang entered my head XD
Speed Romans
Anyway, let me know if u wanna bounce ideas of my 5head
Fog could be smh like delayed damage
Once a a units hp is equal to the amount of fog tokens, it is consumed - slay it without leaving a corpse.
With most of their stuff not dealing direct damage, instead just stacking up fog
do you think discipline should consume its own tokens or should it consume fog tokens from allies?
I donāt even know what the fog is but discipline should be ur manoeuvre currency ye
hmmm
I think it will be better for mechanical purposes to just have a single token that behaves differently
I recommend against
Reason 1: itās a tad bullshit because it means all corpse will be destroyed with every kill
Reason 2: igorri is fucked
yea ill just leave the decorpse part
Wait wait
U want delayed damage right?
Why not do Fog brands
Like attacking deals brands instead of damage and when u wanna activate the brands, u can use an ability that attacks and activates them all at once.
1 damage per brand stacked
Makes it easier to bust through armour and such
Hmmm
Current scheme is
Fog kills the unit if its HP becomes equal to the amount of fog on it
Some abilities are Spectral and gain special effects against units in fog
Problem with the fog killing at a certain amount with no outside activation kinda means it bypasses any hope to reduce it
If itās stacked damage happening all at once, that makes more sense
Fog doesnt kill
Should spectral be the tag that means like
"consume all fog to deal damage to target" or?
I think this fog needs to be explained further
Apparently u can consume fog, but now u can be in fog
Tis all confusing
Just be careful the fog doesnāt become similar to sand-gas, otherwise itāll have conflicting gimmicks >3>
Nahh
I mean that in the most respectful way
to be completely honest: while outright stealing mechanics from other people is bad form, in a homebrew space trying to avoid making what somebody already did is how you end up making nothing
Hmmm u might need to make the token art togglable to have blue versions so u can tell whoās shrouded and whoās not
its a token
Your only frame of reference should be official content
What does shrouded do?
Hmmmmm why not fuse fog and discipline
Like they are using they are moving with the fog
discipline is just a unit trait
that allows you to use fog tokens for maneueres
got i hate that word lmao
Hehehe, foiled by the French
its so much easier in my language too
manewr
Ok I think I get it
Probably give death touch an alternate activation choice
So if u wanna cash in the fog on the target, u can
Deathtouch: Melee, Curse
Effect: Inflict 1 fog on adjacent target OR Activation: Expend all fog on target.
this will be too strong on a thrall
How so?
Iād assumed fog tokens are negative tokens on enemies right?
Some factions would be able to shut it down so I assumed u would want all ur units to be able to activate the collected tokens before some painghoul decides to delete ur precious hard work
I prefer to have it on the weaker side for now, i can always buff it again
That is a fair point
average caligo and wylderot interaction
Songs used:
-Heilung : Alfadhirhaiti https://www.youtube.com/watch?v=2wy-W-pYlds
-Farya Faraji : Sons of Mars https://www.youtube.com/watch?v=3q9bCtSLUWI
This video is not monetised, i made it purely for fun.
ooh, I didn't realise there was a tab for homebrew matchups
alright, after the actual playtest I've been cleaning up a couple things on the Vindicators
the most significant ones are the wording on tokens, and the Necromancer's stuff. side note, but does anything on the Boss looks like it needs to be toned down a lil?
it'ssss mainly a fusion of the warlord and exorcist, since Loyalty is a trait that very specifically triggers off a unit dying
open to making domineer an optional trait though
i think domineer is too hyper specific to be of significant impact
most people dont attack if they dont have any way to deal damage with it
it specifies an attack too, but there arent that many scenarios in which a person would deal 1 damage with an attack and then still decided to go through with it
it protects this unit against like
scum
since they have a melee attack which deal phys damage but has an additional effect
has anyone made undead cowboys yet?
Real quick, im making a voodoo faction and have just started, but i am unsure of what to call their playstyle, its based around linking units, and self damage, when things are linked they both get the same result basically, as to what happened to the other, if one takes 2 damage so does the other, ect. any ideas?
yep
ok
Sacrifice
Sacrifice
Lack of dice
GIVE ME MICE
šØ
SCARY
dont think they were finished tho
i stole it from a Failboat video
Been steadily building and testing mechanics, and workshoping stuff for the bestiary.
Some basic concepts I have so far for the groupings:
- Shambling dead (weak, simple, lots of thralls)
- Flesh Bandits (position locking and token stealing)
- Roving Demons ( very nasty, no core mechanics yet, Archfiend (necromancer equivalent) can steal SOUL from players but doesn't produce it's own)
- Crusading Heros (teamwork and randomized traits) (also possible gonna make them a full playable "house" for the regular game)
- Nercophage (upgrade when they kill a unit, but give SOUL when slain)
Most of these are meant to not function like the houses exactly but so much as present challenge is for them.
Like the Archfiend's ability to reduce a player's Soul pool to add to its own.
In a normal game that would be busted as hell, but roving demons aren't meant to be used by players.
There will be more groupings~
many many more
Alright, heres the first draft
I really need somebody to skim through and share thoughts, since a friend i could normally pester with that stuff isnt available
https://drive.google.com/file/d/1nGRkqGhsTQ4obMbQO-QyDTz0TSoLOEBQ/view?usp=drive_link
sorry, I had to step away for a lil bit, but is that a positive or a negative in this instance?
i think it wouldnt fit as an optional trait
its fine as is
oh, also reading through Caligo; maybe the Mist Step on the Thrall could be anywhere within range 3, rather than 4. Its movement is 3 at base, and "remove from battlefield then place anywhere in range" already gives you more effective movement considering it's normally limited to orthogonal directions
its intended to be 4, since 3 is actually very slow, especially for a thrall
3 move isn't slow for a Thrall, it's a baseline for 3/5 of them. the only exceptions are the Warheads with 4, and the Gunwight with 2.
š¤
Should i nerf their move to 2 then...
people are suggesting i give them superarmor
if your intention is for them to be slow for thralls, then ye. they'd be the same speed as Gunwights
(gunwight)
hum. superarmour...
if you want them to stay at 1 hp, then probably I guess. same as the proposed Scum rework. if there's only one armour type then they're sorta swingy on how much damage they take
DAMN IT
Defensive formation should probably only grant cover to allies adjacent.
I disagree? Carcass shieldwall already gives cover to self and all adjacent allies, while this ability grants cover while also applying normal cover rules to allies - ie, they need to actually hide behind the guy, etc
Ah I see
How I parsed that language was just that all allies on the field had cover as a result of the ability.
If its just like Siege Shield thats not too much at all š
its actually worse than shieldwall, once again
shielwall grants omnidirectional cover if you are near
this ability only grants cover if you actually apply for usual rules of cover
Right I get that now, I just misinterpreted the wording of the ability when I read it initially
the difference is that you can move after that, which means this unit can participate in manuevers, for example
Siege Shield is the CGIS Weapon passive, I am now assuming it works kinda like that, not Shieldwall?
š
Reading over everything for more detailed initial thoughts that might be totally wrong, but I hope they are useful!
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Fog is cool! I like how it's a marker for Shrouded, having a binary condition like that is good space.
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When reading page 1 I don't know what "Consumed by the mist" means in the Discipline description. Finishing the doc still unsure what that means, maybe a reference to Spectral?
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Thrall: Mist Step starting seems somewhat redundant mechanically with Discipline units starting with Fog. I guess the reason for this is to have every unit start with fog but disallow Thralls from doing maneuvers? If so slightly increases learning complexity to remember that they are the only unit that can't use the table but not a huge deal. I like the Thralls ACT abilities a lot!
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Scion:: With the Defensive Formation confusion cleared up this seems like a well balanced unit.
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Freak: Seems strong but reasonable. Those Who Are About To Die is definitely scary but I do like that it rewards trying to fight this faction by breaking up their formation. If it's too good you could always nerf it by getting rid of the Curseproof later.
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Hunter: Is Materialize supposed to buff Condemnation? It says Deathslinger but that isn't an ability on this unit. Haunted is really interesting actually I think that's super cool.
-
Horror: Stalk is a sweet ability! Extinguish seems like it will often deal 3 damage(str) + spectral + token theft + fog. That seems like way too much so that ACT ability appears OP. Especially with a great statline of 4/4/5.
-
Necro: I think this is in a good place!
-
Bonus Traits: Love Phylactery thematically. These all seem interesting so good stuff here.
-
**ACT Upgrades: ** Does Spectral on Ghastly Dash mean the necro hurts itself?
-
SOUL Upgrades: Summary Execution amuses me a lot. Join The Dead Ones seems like the strongest but not sure!
Ah just realized the Horror also doesn't have Discipline.
Fog is cool!
thanks!
Consumed by mist
oops, left over from an even earlier draft. already fixed that
Thrall
Thralls and horror dont have discipline
Freak
Curseproof can move to an upgrade
Hunter
yep, deathslinger was the first name for condemnation
Horror
Any ideas how to change that up? Maybe, move some parts to upgrades
Ghastly Dash
consumes spectral on units it passes through. spectral explicitly affects foes
i changed up Spectral to "Ruin" in the current version because it makes wording slightly easier
Ah ok cool š
I think horror and thrall could actually get discipline as an upgrade š¤
That could make sense
Horror doesnt have it because it meant to be a solitary unit of sorts
What can the horror currently use Fog tokens for without Discipline
The Thrall can step
Now that I think about it, for nothing lmao
Maybe extinguish could deal damage based on the amount of fog on self? Not ignoring armor tho
probably too strong
An option could be to make Extinguish cost a Fog to use and not generate it
So you have to Stalk beforehand
Accensi
sick art
or use necro stuff ofc
hm?
A lot better!
It is still a lot of damage but ill need to playtest it first tbh
š
Still need to figure out their lore
Original draft was them being constructs of the Devil of Authority, neverpeople, but i think this gives too many fascist vibes and would like to not have that with something as fasch-coded as ROMANS lmao
Something along the lines of the Indomitable Human Spirit⢠could fit instead tho
Maybe they are souls devoured by Devils, that came back from the other side despite not existing?
How to tie it into their aesthetic tho...
Def thinking power metal for their ost, rhapsody and blind guardian
Not gonna like intimidate seems very weak
Could be just me but stalk seems a tad broken
Itās basically a pseudo version of bound devils thing
Also the house reminds me of this
If thinking about the Roman Empire isn't enough.. now you can experience leading a Roman campaign!
Players will experience the Roman campaign through the eyes of a tribune of the Ninth Legion, who has been tasked with locating and launching an assault on Avalon - leading an elite team of daemon legionnaires.
King Arthur: Legion IX - https://s...
They are a bit less fleshy
I dont think its that strong tbh
Like its a movement and defense tool, sure, but it also denies them their passive
Actually it doesnt nvm
I misread myself
I am going to sleep
really? I think it's rather good
it completely denies an enemy from moving away from you, a necromancer/faction with full melee focus and access to strength/vulnerable, at all.
melee foes might not mind as much, but they have to end their turn adjacent to you and thus gain vulnerable, which leaves them open to more damage
Hmmm I might have spoken out of turn as I have not used the vindicators
Ok
Iāve settled on 2 idea concepts for the Weeb faction
House Kiri (Overgrowth): undead that have bloody Sakura treeās and sprouts growing out of them that have a mechanic called Overgrowth, as each round passes, they gain overgrowth tokens that they can use to unlock extra features in their attacks (flavour wise they are basically trimming their trees). And if they die OR they have the maximum amount of overgrowth they become corpse trees. Attacking said trees can also be harvested for overgrowth tokens. This version is built around farming overgrowth but also making sure it doesnāt get the better of you; this means they will be pinch hitters and decisive attackers that must bide their time until the battlefield becomes theirs at a moments notice
House Kiri (Karma) :same idea as the the first house but instead of overgrowth tokens it uses āKarmaā which focuses on lethal and non lethal ACTS. Doing non lethal acts will allow you to use your non-attacks better with new effects but makes ur lethal attacks weaker. Doing lethal acts does itās own similar effects, but what you really want is Balanced karma (no bad or good karma) which gives much better effects, making balancing your karma the main goal in this variant of House Kiri. Of course you donāt need to make balanced, instead u could go all in on either side despite the effects. (Going all good karma means u wonāt deal much damage but be excellent supporters and mitigators, while bad karma will eventually sacrifice health for beeg numbah damage).
Could I get some thoughts on what interests you guys the most
1 feels much easier to balance around personally, and I like the idea of the potential risk vs reward gameplay. Also trees are cool
This does bring up questions though
Do corpse trees also count as corpses or are they separate entirely, and if so do house kiri units just never drop corpses at all?
Do corpse trees have any set amount of hp or damage they can take/overgrowth that can be harvested from them? Do they also provide any other terrain advantages or disadvantages?
Additionally maybe attacking them might be a lot on the action economy. You could have it be an automatic thing that happens at the start of a unitās turn if theyāre adjacent to one or w/e.
1, ye they'd count as corpses, hence the term corpse trees. so igorri and other corpse related factions will have no trouble.
2, corpse trees are basically flavoured walls beyond their own mechanics, the hunter unit would be allowed to be on top of the tree but thats too early to say for now.
3, attacking them is just one way of gaining tokens from overgrowth, some units benefit from just being around it
Thinking the setup would be
Thralls: Ashigaru - Units that have splash attack by committing seppuku.
Scion: Samurai - tanky tank tank
Horror: Hermit/Ronin - The weebiest Weeb around, utilising sheathing strikes
Hunter: Shinobi - Unit based on assassination on low health targets, also can hide in corpse trees.
Tyrant: Oni - Spikey bat wielding demon gorl that focuses on giving peeps brain damage en masse
Necromancer: Cursed Heir - she is the Lorax, and she speaks for the trees
Also thinking if certain units kill, the slain enemies also get turned to corpse trees
Lore is basically The Cursed heir literally converts those killed by them into their ranks as a wandering clan
(really suggest finishing the zeitlos first)
Oh I already have
mostly because i know the temptation but it often ends up in 2 unfinished works
ooh
okie
Finishing touches on zepplin is all thatās left
The disgraced and forgotten, brought back not by the devious scheme of a necromancer, but by sheer will for redemption after dishonour. 6th Iron Legion was once a mercenary company financed by the Devil of Chains ā an army for hire, exiled to the City of the Dead for their past failures. Yet, with the coming of CARCASS their services became unneeded. Even the Devil turned away from their former subjects, expecting them to dissipate. Yet, they found a substitute to their former power in the ghostly Fog that swallowed sections of the city`s underbelly. Is the Fog a devil in its own, or is it something far more sinister? No one has an answer.
Now known as Caligo, the unbroken open their ranks to any soul lost to time, any being dead on a path of redemption.
Is the necromancer gonna be a very Leonidas-esque personality? (Iām aware heās spartan, just focusing on the vibe)
Unyielding and stubborn >:3
Wraithsteel Gladius sounds more Roman >:3
If ur ever looking for Roman names for acts and such, Iām ur man
Love the Romans
Sprinkle some Latin on dat shit >;3
it already has latin xd
every single unit name is in latin
i just changed up some of the endings to be gender neutral or feminine becaue uhhhh uhhh uhhh
Romans never liked females in their military but this is magnagothica, and the lore says that caligo would take all types so donāt worry about it
centurii posting
Shame it loses its brotherhood vibe
Yeeeeeees
Hey you know how Caesar got shanked by his council
Be a good idea for a soul ability
4 soul: force an enemy unit within range to attack a friendly unit
4 soul ability is sadly already there and pretty fun
Might be too strong tho
"Join the Dead Ones"
pull 2 all enemies in range to your necro and apply 2 fog to all of them, then splash self ruin
Ruin consumes the fog to deal curse damage ignoring armor
Oooof
I think there should be a maximum amount of fog u can apply to a unit in that case
Might be too much but i dont feel like its a 6 soul+6 soul is also fun
U can have multiple 4 souls
"you know how our gimmick is that we are slow?"
"not anymore"
"also we walk through walls+L+ratio"
I dont remember, currently on my phone xd
Rip Deadsouls if so
To be fair all six souls except for abhorrers and igorri is a wincon
Igorri is meant to be a wincon it just sucks
Disagree but they are pretty reliable
We played such a funny 2v2 a few days ago
Igorri+Deadsouls vs Abhorrers+Goregrinders
Round 3
Igorri Deadsouls won Iām guessing
All goregrinders are dead except for necro
They compliment each others abilities well
Half the enemy team is dead
Not a single abhorrer died
They managed to isolate a single penitent without vit and banshee used strength to kill him
...
Miracle
5
Nope
Still alive
Deadsouls just used an action AND strength to just end up give me 1 soul
They surrendered since all of my units were still alive and i was getting my entire army upgraded round 4
Taste the Lash x3
Boiling Censer x1
Corpse Violet x1
My necro was at 8 hp and goregrinder was at 10
They could get a draw if they just started running away without fighting but thats kinda boring
weird
igorri and deadsouls have such good synergy
they each make up for eachothers weaknesses
Goregrinders and abhorrers do so too
Thats why we cooked after the game and thought up of Abgrinders
Abhorrers buuut you get a Berserker
Good luck killing a vitality berserker
lining the zeppelin to simplify it but i was thinking whether there should be a figure head or ornament on the front of it
I think it works for the faction to have it be a flat plate
hmmm then ill add some nonsense detailing and give it a nice once over
If anyone wants to playtest Caligo at spite any time in the nearest 10 hours, hit me up
@ivory bane wait until someone makes a spartan faction and puts them up against ur Romans
nay imo
I think left yes right no
i mean if these r goin on a white bg no, theres no point
if theyre goin on a dark one, then yea id put a white outline but only on the purely black spots
Its going on both
It didnt look that good if i dont accentuate the whole cloak on the evocata
ic ic
Are u ok if I critique one thing?
I'd say white outlines
go for it
it's a good stylistic choice to make sure units stay visible
The helmet on the ascensca (canāt remember the name) feels more Greek than anything else
thats intended
I thought the evocatus were just Roman soldiers that served their tours/ honourably discharged
served a tour and came back irc
because they did enjoy special privelege in the army which would only make sense if they were part of it
But why the Greek addition?
maleghast tries to avoid pinning down a house to a specific nation or tradition, as the city itself exists outside of time and is setting ambigous
abhorrers def are meant to reference spanish inquisition stuff but they dont even use crosses, instead having their own symbol most of the time
So ur making a hodgepodge?
yea they are a mix of different cultures with a general legion vibe
i think intermixing different cultures seamlessly also helps to convey the forgotten and outside of time vibes
Ok I get it, might find it hard to have a house identity but Iām pretty sure the mist theme will smooth that out
I think its pretty strong already, since you for example didnt notice the wrong sword and armor xd
They kinda fit together
accensi dont get a deathmask because they are kinda meant to be even more lost than others, if that makes sense
either without or yet to discover their identity
a roman helmet wouldnt fit, so i went with weird metal bits that form outline of a corinthian visor but not really
wouldnt fit
because it would look too specific for the concept
they are kinda just meant to be helmetless, with mask bits to represent a forming idea of a face
I did but itās passable due to maleghasts style but as long as ur happy with it, than thereās no need to listen to a frog in a funny hat 
Nah i just expected more technical critique xd
Maybe using a more average tone for the outline of the Accensi? Might disguise the outline while still having that definition.
maleghast just already uses white outlines so i thought to go for it specifically
deadsouls especially are essentially negative space given form by the outline
Fair.
Maskless or masked?
i vibe w/ masked
I can just add both to the tts but i need to choose the default
I agree, mask has a stronger presence
I went with mask as default, but you can switch to maskless version on tts if you want to
if anyone wants to playtest this stuff at spite in the nearest 3 hours, hit me up
Why not have a blue mist effect coming from em, like they lost their head in battle
I like the idea of one of them maskless to show what's the rest are hiding, but maybe it should be the thrall? Too abundant to bother making a mask for.
Smart idea
Like they havenāt proven themselves enough to get a mask yet as a rite of passage
Its literally a thrall
Blue mist doesnt look that good
I vote no mask then.
Doesnt work well, that was the very first version
Decided to give back their legs
might be too much detail on the far right one
Freak and necromancer left
Is this a bad time I basically only identify units based on their silhouette.
What are you referring to?
When the pieces are so small on the board, fine details become minute textures so I really only look at the silhouette. I think the silhouettes are fine here but maybe a little samey
I built my perception around tts, but sameiness is part of the aesthetic
Unuts with discipline are meant to look uniform
Its going to be offset a bit in tts, since scions i make bigger than they are, and hunter vs thrall are pretty different
Frumentaria (this one) is meant to be played in separation from the blob, both lacking discipline and specializing in hiding out of sight, but i think her sillhouette is pretty distinct
i think it looks fine
nice
still whether or not i should change unit names to something more recognizable
accensi def gets very easily forgotten so i am thinking of bladeshade, footshade, swordshade, etc
for the thrall, that is
once again, if anyone wants to help me around with playtest at spite, ill be available for the next 5-6 hours
Gonna be blunt
They all look like the same unit with different armour
Lil lacking in unique vibes, poses and silhouette like Grammy mentioned
Very hard to distinguish
But again Iām one person, and could be very wrong
Just food for thought
thats semi intended but i also dont think its a major issue
But poses are also a weakside of mine
THEY ARE MADE OF SMOKE. it's kinda hard to differentiate smoke.
Nah i think its true that more couldve been done, it just doesnt fit the vibe as much
Their concept is "ghost legion", if it was smh else but smoke people, i think it would be easier to go around
I think horror (miss booba) and thrall look distinct enough, but once again, with hunter and scion its semi intended
I think the legionare one could have a more distinct mask
Freak is going to have an animal hide and a banner so theyd be pretty different. Currently out of ideas for a necro tho
Have you ever played fallout new vegas
I think its cool as is
I hate the legion in nw lmao
and yet they're perfect inspiration
I guess i could give the necro a lanius type mask
that was my exact thought
I want a more ambigously gendered necro tho, but i guess as the default it would work
I really like how the gastraphetus turned out tho
Yknow the thing that the hunter has
Protocrossbow
Ironically enough its also a greek weapon
The romans took a lot of stuff, so taking weapons seems alright. besides, not a lot will notice.
Oh i already explained how they are a mix of cultures and why
Evocata (scion) uses a greek cavalry sword and a renaissance style cuirass
Miss frumentaria is meant to be an infiltrator-assassin so she kinda uses generic fantasy stuff
mm, if sameiness in designs is intended, then i think posing is definitely important to making them distinct as units
I tried to do that with the Vindicators (with two exceptions), though I probably could have emphasised them more
I think its fine, really
I kinda wanted them to look uniform, like they could stand together in a formation
ah. sorry if I imposed too much, then
hey @ivory bane where do i put zeitlos again?
The Armada of House Zeitlos
(personally i wanna redesign the Duchess but it'll do for now)
Can't wait to test them out with my friends
And I'll probably be going up against Frawg himself one of these days, as I'm one of his Tabletop Sim buds and did clarifications/formatting on the doc just posted.
Just joined the server myself and B-lined it for the MG threads here, pleasure to meet ya all!
/
@ivory bane hereās the guy u can get Wylderot critique on
Heh. Could probably play the current update of them against Zeitlos. Haven't since my first try of Wylderot, which was the run that brought attention to nerfing Corpseflies' on-hit-lessness.
Was fun 'blowdarting' flies at people near round-ends while it lasted.
Howdy!!!
Welcome to the community~
If you're ever looking for a match I'm rarely busy in the evenings and always happy to play.
(ā Ā ā źā į“ā źā )
Sure, and thanks! Haven't done any 1v1ing honestly. Me and Frawg are usually brawling in free-for-alls with one or two others, pfft.
Personally I'm pretty new to the game, but I've been playing pretty regularly with my IRL friends recently.
I've not done anything larger than 1v1 yet, but a big all out brawl sounds fun~
I usually gotta split off my attention between two fronts and keep to little half-and-half squads or learn to carefully harass with one or two units. 1v1s would be some more valuable experience for me.
But, back on the topic of the thread, working on Frawg's not!Thousand Kriegsmen kind of has me think of my own faction potentially.
Oh?
Like I said, I'm just new to the server, so I was drip-feedin' info from Frawg without knowing how thing were going in here. One of my ideas strays a touch too close to Eule making their misty Romans; I'm thinking of green-fiery Greek-and-potentially-Roman influences with ashes and their own use of Zeitlos' "Transport" trait rules, hah.
I mean, it's homebrew.
There no reason we can take multiple swings at an theme or mechanic.
Like, probably ask them how they feel about it first but otherwise I don't see why you couldn't as long as you're still doing your own thing.
I'm sure my Magnagothica Bestiary will probably touch on something similar to one or two of the homebrew houses out there
That's very true. I'd very much like to avoid stepping on still-connected toes.
(partly because I haven't actually looked at all of them)
Like a non-humanoid bestiary I assume, or classifying ghouls, ghosts and other apparitions?
Oh no, I'm making a TTRPG to go alongside the game. I'll spare you and everyone else the details until I have something ready for beta testing.
Gotcha! Scortifiore I know has their Tarasque, which is a skeletal quadruped and a moving outpost.
Is that another homebrew house?
Yeah, going off what exists on the Tabletop Sim bags of homebrew houses.
(I don't plan to include other people's homebrew without express permission and potentially working on it to make sure the lore is right)
That's fair.
I have been given permission by at least one person to include something they made so I'm already planning on having a spot in the book for them.
It as for everything else I don't want to assume.
But like I said, I'm going to mostly hold off on talking about it here until I have functioning rules and stats and other things for people to actually look at and have an opinion about.
If you're curious and want to know more, my DMs are always open
But the idea of a seafaring house with ghost ships sounds pretty cool regardless of what theming it takes
Seafaring?
Has boats~
Does sailing
Kind of figured that's what you were going for with the Greeks having a transport
I do apologize if I misinterpreted, I am not sober as of current
No worries! I know the word, but if you meant my Greco-Roman idea, I was more focused on gladitors, green Greek fire, and ashes.
Probably stretching into too many ideas, but I was thinking to shrink the Transport idea down to a one-man vehicle made from the Horror (speed unit, iirc) of the house.
Zeitlos is focused on BIG carry capacity, having a Tyrant Transport.
So four smol units or another Tyrant (alone) can climb in, while mine's about letting a unit zip around the battlefield and doubling as a meatshield for getting in.
Blitz them now, or become dust on the wind themselves, as the gameplay idea.
nod nod
A few people drawn back from ashas Thralls/Scions, and a few beasts like a hellhound drawing a chariot as the mentioned Horror/speedster, and probably a Phoenix Tyrant to complete the fire theme.
I'm seeing a lot opposite of Eule's unified mist-warriors while I've got this mixed, flaming bag, pfft.
Haven't started a Doc for this idea yet, but I've just been playing on the theme, a little music, and some recent things I've been playing/watching.
Well that certainly sounds like a start (ā Ā ā źā į“ā źā )
what tracks you got on the list so far?
In order so far;
- EĪĪAĪ£ | HELLAS [Greek Music Meets METAL] (Marc Jungermann)
- Out of Tartarus, Second Half (HADES OST, Darren Korb)
- Gladiator (DOOM Eternal OST, Mick Gordon)
Out of Tartarus has been my primary jam when I'm thinking on this house.
All stuff to blitz/ride into the fight with. It doesn't wait, it doesn't slow down, it just goes.
You should check out the Domina OST.
The sound track is great and might fit the vibe you are going for (even if the game is made by terrible horrible awful people)
Gladius is an especially good track
But all fantastic picks so far
how should I word the Surprise tag better?
it's meant to be like instead of getting an effect when you roll a 5+, you get one effect when rolling a 1-3 and a different effect when rolling a 4-6
Sounds a bit similar to Stances that Abhorrers have, only it's a range and not odd/even/round-count.
I mean, mechanically speaking using a range sounds fine.
Could you give an example of what kind of unit abilities this would be related to?
Effect: This unit and an adjacent unit step 1. Surprise: (1-3) step 2 instead, (4-6) push unit 1 space after stepping
I mean, yeah that sound like it would work just fine
I was planning to use something similar for some of the stuff I'm working on
Using a range is good for adding a bit of verity while being balanced against random chance
well I mean, this isn't a question of whether it works or not. this is a question of how to make the wording more concise while still keeping the intent
my apologies, I'm not fully present at the moment
lets see here
is it always a 5+, or is the trigger and range different for each unit?
the 5+ and ranges I gave were just examples. it's different between each ability
that will make concise wording much harder.
is surprise meant to trigger as a bonus when using another act ability, or is it something that requires an action for use?
also this would be helpful information
it's meant to be a semi-replacement to the effect dice that trigger on a certain number or higher, like these
So, just to clarify, when a unit that has Surprise uses an Act Ability that is affected by this trait, they roll a d6 upon using the Act Ability. The result of the D6 determins the ability's effect, favoring higher rolls
mechanically, it's a faction with access to all the tokens, like igorri. flavour wise it's a big chaotic parade that draws people in (I tried making the name of Surprise something that'd fit the theme while still sticking mechanically, but that's all I could think of)
Okay, what is the flavor of the mechanic? That also may help with the wording here
If suprise is an ill fitting name, what did you have in mind?
(Wife will be home soon so my replies will be kinda spotty. But I am here and want to help if I can)
Without knowing the units more in-depth, Whimsy or Chaos also sound like options.
Wdym?
Revelry is also a good one
ah, I think Whimsy would probably work as a replacement.
oh uh
"Revelrae" is the name of the faction so I don't want that to overlap
That's a great name ngl
Hah, nice.
in that case yeah, I second that Whimsy is the route to go
But back to your question, is this on the mark for how the mechanic you are trying to word works?
My question is Whimsy going to be a natural thing always happening, like in place of regular "Effect:"s, or does it replace them at certain times? Slightly dumb question.
(there are no dumb questions, the more clarity the better ~<3)
If you want them added to tts, there are 3 options
- you can make a separate mod and if you want ill just copy them from the mod to the main table
- you host the game so i can copy them and put them on
- you give me the assets so i just add the house myself like i did every other one lol
it doesn't replace the effects themselves, but those number thresholds of effect die (X+ stuff). for those, they'd probably replace completely, because I think it would be funny
Oh! I can help with that, Eule. I fiddled with things for him on the TTS side, replacinng units' art and recoloring bases and making bags.
It does not have Trench terrain tiles (just an empty infinity-bag), or art beyond the homebrew Necromancer placeholder. It has no cards or a PDF-like object either.
I dont think i need help lmao, i just need the assets
No, I have these saved! XD
So in effect, the Act Abilities that are affected by Surprise/Whimsy are in effect small D6 tables, with the effect used based on the roll of a D6 when the Ability is used?
Ohh
Can you dm them to me/host the mod with the house saved (?)
No trenches, cards or PDF, but most everything else is an object I saved.
yyyyes, I'd say so
Ill be up in like 10 mins, i just woke up and am still in bed
Alright, then my suggestion would go like this:
"The effect of this ability is determined by a D6 which is rolled when the ability is used."
Or something to the tune of that.
No worries! Take your time.
And with that, I must cook for my beloved.
Adios muchachos~
My input on the concise wording would be "Surprise: Roll an effect die; only one of two effects will occur depending on a higher or lower result.
@stuck canopy kay, thanks to valkyrion, all i need from you is
trench token
knowing how to credit you. do you want a link included, and if so - what is it?
Val, Valk, Mag or whatever shorthand you wanna use is fine btw! 
link?
theres a link corner on the tts, linking to the additional creators socials and such, that they wanted to include
I am just asking if you would like one included
nah just mah name and stuff is good
my only social is my NSFW acount commission stuff
also ive already credited yall in the document
no trench token for now
Ill add a yellowish pit token to be trench for now then
And there's an unclaimed bag in the Infinite Bag stuff just for the Trenches, so it's super-easy to get that set. š
Not sure how the duchess can be abused but I hope to see how so I can fix it
Once I see how they play Iāll add the necromancer and trench tokens
Might just make the one necromancer tho but have an alt with tataās
Yeah, the Baron and Baroness versions.
Right now working on my own arts :3
Zeitlos is public
Yosh >:3
