#MALEGHAST HOMEBREW

1 messages · Page 8 of 1

rain musk
ivory bane
exotic inlet
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Nice

distant carbon
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Bahaha those roman numerals

low river
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1 2
2 50

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I II
II L

ivory bane
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Cooking...

stuck canopy
ivory bane
kind fox
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Hey @here we just updated the drive to have a few extra folders for organizing, if you have a house that's a WIP or Complete please go ahead and move them to the correct folder

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I should also say that the difference between a Complete house and a WIP one is that if you've finished your roster of units and abilities its safe to say it's complete, even if it needs playtesting still

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WIP would be if you're missing abilities, upgrades, units, etc

low river
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i guess that means that the Mezogogues WIP status is actually official

rain musk
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On the house I'm concepting atm (Greek fire, ash, corpse-removal and early aggression), I like the idea of "Priest of Ash / Sacerdos Cinerum" for a necromancer title, but I feel it isn't fitting the lore I'm writing. Said lore feels too focused on gladiatorial aspects and not the necromancy outside 'loser succumbs to victor' for it to fit, and my brain's currently in conflict with how I should change things. upset

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Been writing and rewriting it and feeling stuck.

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"Bloodsports make sense in a place where death is meaningless, the best fighters are allowed to contract with the Devil of Trials, and dominate losers by turning them to one-time summonable ash," to fluff-lessly sum up how it keeps turning out.

distant carbon
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Mortem et Circenses or maybe just Et Circenses

rain musk
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I'm neither calling my necromancers (nor the house, which I have named already) "Death and Circumcision," tyvfm. pain

distant carbon
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Isn't Circenses circuses

rain musk
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It also showed that, but I think removing the capitals change it a bit.

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Either way, no thanks. 🤣

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Ah, it's the third-to-last letter in Circen_es being C (circumcision) or S (circus) that changes it in Google Translate.

kindred yoke
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Hear me out, jester collective/king's court homebrew

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we need more designs with masks

simple plaza
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What kind of mechanics would they potentially have?

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I definitely like the aesthetic though

proven orchid
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Dunno if this got pointed out earlier but don't Chaos Beam and a couple other Chirurgeon things do this?

undone sorrel
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that
was not pointed out earlier. if there's already an example of it within the game as a normal thing, the tag is kind of moot

proven orchid
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It's not common, but it does exist.

kindred yoke
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as soon as school ends i'm finna think about both

rain musk
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So something like 3+ followed by 5+ means the effects are additive/resolved in order due to the + , while listing a #-to-# range with no + is just a singular/exclusive effect where the result lands inside. Neat!

proven orchid
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Yup.

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Do keep in mind this is a little harder to do with just 6, since it's already written as 6 instead of 6+. 6-6 would probably work.

rain musk
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Yeah, Frawg had the same idea with attack-Range itself.

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The Trenchfoot Thralls have Gas-Powered Rifle, which only strikes if you have a tile's space between you and the target, like 2-2; nothing more, nothing less.

proven orchid
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That's also in the game!

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Lathean Devil Whip.

rain musk
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Ahhh.

proven orchid
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Oops wrong thing

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From the Dark Priest, Deadsouls necro.

undone sorrel
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Faefolken tolkens, all done and dusted

tawdry root
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me and the lads off to steal thy true name

undone sorrel
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coming to spirit you away to a realm unseen

low river
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Me and the fae off to fuck with your mind

rain musk
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Oooo, love the look!

rain musk
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I'd like to see how these guys play, considering Wylderot gave themselves up to decay over nature.

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Nature-on-not-so-nature violence! bonk

low river
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Life And Decay

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Death And Rebirth

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All Follow the order of the earth

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So It Goes

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The Eternal Cycle turns

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Ever Turns

undone sorrel
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that might be pretty fun. though, it might be a battle of attrition since their mechanics both centre around vitality :P

low river
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Endless cycle of the aspects of nature

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Oh no my headmates are fighting over whether xerneas and yveltal should start fighting.

rain musk
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No-round-limit deathmatch! See which half of the cycle comes out on top.

low river
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This place doesn’t have tupperbox so I’ll do my best to transcribe what they’re saying

low river
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Yveltal: Last time something like what you’re suggesting happened, we had to deal with the serpent.

kindred yoke
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i have still not managed to think of anything, but then again I havent played much yet

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my only thought process was "how does a king make a joke out of those he wishes to conquer"

low river
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jevil zombie

kindred yoke
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basically

tawdry root
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they can do anything

low river
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Veeheehee

rain musk
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Aaaaanything? beelz_smirk

low river
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That’s necrophilia

tawdry root
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let's. not immediately jump to jokes like that please

kindred yoke
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good lord that escalated way too fast

rain musk
low river
rain musk
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That was NOT my implications.

tawdry root
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like as a curator: don't do that

low river
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Oh thank fuck I was the idiot

rain musk
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I was thinking something like making enemies attack others, something in the game. I have no idea WHY that was brought up when it has no mechanical meaning--

kindred yoke
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Ohhh yeah that's good too

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attacking each other

low river
rain musk
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"If target is adjacent to an enemy unit, one adjacent unit takes 1 damage" or such.

kindred yoke
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another idea that came to mind was stealing tokens to some extent

rain musk
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That's true, but my mind was on overpowered things.

low river
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That’s fair

kindred yoke
low river
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The anticarcass

rain musk
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Same with Elue's new misty boys.

tawdry root
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isn't that just beserk

rain musk
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And Wylderot's Swarmlings.

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Yeah, but it's not a Splash (self) effect.

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It's just a one-damage thwack of sorts, making a unit try to harm another. Trying to avoid going mechanically-heavy into making others have to use their written ACTs.

kindred yoke
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I suppose it'd work well as a token they apply

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I'm tryna think of disruptive playstyles

tawdry root
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hrmgm
I'll get galvaniza done someday i swear

tawdry root
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shuffling enemies, terrain nonsense, debuffs, making them hurt each other

kindred yoke
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much less on raw damage and more fucking up your shit c o n s i s t e n t ly, my first thought was by way of positioning, like switching the position of a frontline unit with a backliner

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debuffs also sound nice

low river
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Increasing difficulty

rain musk
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Debuffing, forced movement, ruining distances, all of it can be quite an annoyance together.

tawdry root
kindred yoke
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a taunt-esque ability sounds fun

rain musk
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Jesters have me thinking of jack-in-the-boxes now though.

kindred yoke
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each turn the unit it's applied to steps 1 towards said unit/forwards(forwards only)

kindred yoke
rain musk
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One of those hunker-down-until-next-turn type effects.

kindred yoke
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ahhh

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i think the taunt would be good for a character like that

low river
rain musk
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On-hit would be based on the target's DF though.

kindred yoke
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what if they gained armor while they braced?

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or vitality

rain musk
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Vitality is pretty powerful stuff.

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Kinda like one-use SUPER armor.

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Just nullifies any one damage you take.

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Might be worth it for a thrall or four, make 'em a huge annoyance despite some low HP maybe.

low river
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I see it as extra hp

stuck canopy
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ye gotta be very selective with how u give vitality when making a house

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like the only vit gain my house has requires a dead body to consume or 3 negative tokens to convert

rain musk
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2-3 HP probably, like how Wylderot's Corpseflies are numerous and extremely frail.

stuck canopy
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2 is a safe bet

rain musk
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Anything that's not a swarm from the beginning is a 1-HP unit that now requires an on-hit to get said vitality.

kindred yoke
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I dont see it as a thrall that you wanna play swarm tactics with

stuck canopy
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what is ur house theme again?

kindred yoke
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Jesters who've taken over a king's court

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jesters basically

stuck canopy
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ooooh ye the harlequins

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whats their thrall abilities look like right now?

low river
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Deathbox sweep!

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We love pushing enemies with springs!

kindred yoke
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As of right now i'm doing a house with a disruptive playstyle focused on getting enemies into bad positions and forced movement

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definitely may change, i'm gonna write this all down soon

low river
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meanwhile, at the local Mezogogues meeting Chimera sweep! We love giving vitality and calcification!

stuck canopy
kindred yoke
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the idea for a jack in the box that taunts characters to go towards them and then hit them is fun

stuck canopy
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oooooooo

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idea

kindred yoke
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that's where the taunt idea comes from really

kindred yoke
stuck canopy
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an ability that basically if pulled toward this units makes them attack and redirect the damage back

kindred yoke
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ooooh

stuck canopy
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Slapstick Comedy

kindred yoke
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I LIKE IT

stuck canopy
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definitly not a thrall ability tho

kindred yoke
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Would it be too good for a thrall though?

stuck canopy
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maybe a horror or freak

kindred yoke
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Scion perhaps

rain musk
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Scion, yeah.

stuck canopy
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scion works too

rain musk
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Thrall could just be pull-and-hit, and maybe a defensive ability to keep themselves being an annoyance.

kindred yoke
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perhaps if it gets hit, it gains vitality the next turn?

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you can still kill it, it'll just take a while

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i'm still wondering if the taunt should just be a constant forced move or should force you to attack said target too

stuck canopy
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some ideas for their visuals

kindred yoke
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oh these are all bangers

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Definitely gonna lean for the mask thing

stuck canopy
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if u want some help designing them dont be afraid to keep asking this group

kindred yoke
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definitely keeping it in mind!

stuck canopy
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Troupador would be a cool name for the thralls

rain musk
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I'm gonna step away myself though, gonna eat and try to keep my mind on figuring out the lore of my own house.

low river
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I need to develop my dinosaur bois

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But your jesters are enthralling

kindred yoke
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good luck with your own houses!

low river
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Oh no it’s gamzee doing this isn’t it

stuck canopy
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already completed mine o7

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tho i still need to make trench tokens for the TTS

kindred yoke
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You helped make Zeitlos right?

rain musk
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If you can't get to Eule to hand those over, I always can, Frawg.

kindred yoke
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Good god the vibes for that is amazing

rain musk
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And yes, Frawg is the owner of Zeitlos.

stuck canopy
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i am the creator >:3

tawdry root
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I've had one Almost done for like a month and it's driving me a little nuts

kindred yoke
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I personally liked that old ability where you could use 4 morale/accolades to remain at 1 hp

stuck canopy
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but Eule made the accolades and sandgas tokens

kindred yoke
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i know it got retconned but damn that sounded badass

rain musk
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I just did the text-formating/clarification questions and idea assistance. Everything else is Frawg, and a touch of Eule.

stuck canopy
kindred yoke
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You did a good job fr

stuck canopy
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my next planned house are weaboos

kindred yoke
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the idea of 2 of the same unit was also very interesting

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did you go with the sakura samurai or the other idea

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i cant quite remember the other one

stuck canopy
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peeps preferred the overgrowth so im going there

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but yea, sakura samurai

rain musk
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Going pink, I take it?

stuck canopy
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the thralls are gonna be half people, half trees with swords in their stomachs

stuck canopy
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i could start making them right now honestly

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got no art to do right now

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and alot of free time

rain musk
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No light pink like blossoms?

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:V

kindred yoke
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people impaled by swords always make for a good design

stuck canopy
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Kiri is the Japanese representation of "Life Tree"

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they are a purplish pink in bloom

rain musk
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Ahhh.

stuck canopy
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im gonna give it a horror vibe tho

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like trees bleeding and such

rain musk
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Good ideas, yee. If you get to the same stage you did before, I'll gladly do formating and questions again.

low river
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Wasn’t there a mechanic where they turn into trees?

rain musk
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I'll step away officially now. Wondering if I stay on course with the designs and lore I keep focusing on, or keep trying to steer the wheel into different ideas closer to how I began...

stuck canopy
rain musk
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Nevermind, stayin' here. My food got nabbed and stored away. = 3=

stuck canopy
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basically the house is about self-maintenance and harvesting

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since if you have too much overgrowth tokens the unit straight up dies

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like a bonzai tree :3

rain musk
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Gotta nip those negative tokens too, like a bonzai, yes!

stuck canopy
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u benefit from being as close to the edge as possible

kindred yoke
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extra effects are based off the amount of overgrowth tokens?

stuck canopy
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more like using overgrowth tokens gives higher effects

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hence the harvesting

kindred yoke
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ohh

kindred yoke
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figuring the special mechanic beforehand

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does this sound decent?

Taunt: Any unit affected by a Taunt token will only be able to move towards the enemy who applied the token, and will not be able to ACT until adjacent to said enemy.

rain musk
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Maybe something like "the unit affected by a Taunt token will only be able to MOVE or ACT towards the unit that applies this token, and is discarded after their turn ends." or "after the unit either MOVEs/ACTs," maybe even affects Steps?

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That's my input on a Taunt mechanic.

kindred yoke
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hmmm

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how about " The unit affected by a Taunt token must MOVE towards the unit that applied this token, and is cleared after it ACTs against the unit who applied this token"

or

"A unit with any number of Taunt tokens Steps X at the end of their turn, X being the amount of Taunt tokens. Taunt tokens are cleared at the beginning of a unit's turn."

rain musk
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Also an idea, if the Taunt is strong, could have them unstackable, or go stacking with the 'either MOVE/ACT/step' option and scatter a lot more uses of Taunt in your units' repertoire like with the Steps idea you just had.

kindred yoke
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I dont quite understand the latter

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what do you mean by that?

rain musk
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Sorry, bleh.

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Making them Step X towards is interesting.

kindred yoke
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Oh wait, I think I get it

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you mean have the units have effects that activate towards taunted enemies

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like the step X

rain musk
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You can put more uses of Taunt if you make them easier to get rid of or of lesser effect.

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Just across your units' abilities, not tying them to anything.

kindred yoke
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Ahhh

rain musk
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Like Step X (probably towards the LAST unit), or after each MOVE/ACT/step that unit takes, those are stackable options.

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Stronger effects like MOVE + ACT (prob not forcing them into melee to ACT) would be a nonstackable way.

kindred yoke
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the step X might work as a part of a unit's kit

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So the nonstackable and slightly less interactable on would be the move forcer, and the more flexible one would be the one where taunt tokens are reduced each time the unit MOVEs/ACTs against the unit who applied it

kindred yoke
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Taunt : Any unit affected by any amount of Taunt tokens are only able to ACT against the unit who applied the token. Taunt tokens are cleared at the start of the taunted unit's next turn

I think this may work

rain musk
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Why Start of the turn though? Is that for the applying unit, or the one who has to ACT?

kindred yoke
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may have worded it wrong

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there we go

rain musk
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Sounds like it'd be the end of the affected unit's turn.

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I might just lean into what I was writing, though thinking of special mechanic is a new problem for me now.

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Gladiator-like necromancer, hellhound chariot, Phoenix tyrant, ash-revived thralls/scions/hunters, with a focus on green Greek fire and ash.

kindred yoke
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oooooholy shit that sounds cool as hell

viscid marsh
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man i hope to finish Voidborne's necro and get art for them

rain musk
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Trying not to step on any other homebrew or mechanic, like Scortifiore has their Dis/Honor that makes them try to hit without being hit to gain accuracy advantages.

viscid marsh
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just to get into that playtest state

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i wanna smash my blorbo house against other folks' blorbo houses

kindred yoke
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What's Voidborne's main gimmick?

viscid marsh
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token inversion

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they have a unique token called Weird that acts as sort of a reverse mutation

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e.g. if you have a strength and a weird, you have to spend the weird as a weak before you can use the strength token

rain musk
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Ooo, neat.

viscid marsh
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they also do hazard stuff

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so the house is generally throwing out weird, units spending weird as different tokens (horror speed, hunter strength, necro vit), and being a bastard with pull and hazards

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it's not quite refined yet. no real special mechanic outside of weird, but i like them conceptually

kindred yoke
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Freakyy

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I like

rain musk
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For me, I kinda want to have a blitzy, GG-like team that uses no Freak.

kindred yoke
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I might take a page out of Frawg's book and give my house a double of something

viscid marsh
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it's an interesting method to provide unit uniqueness

kindred yoke
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was thinkin Scion or Horror

viscid marsh
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fuck yeah, double scion

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i love scions. would love to make one

kindred yoke
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Voidborne lack one?

rain musk
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"Allow me to introduce you to Lefty and Righty!"

viscid marsh
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yeah, couldn't wrap my head around designing one

rain musk
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One Scion has an axe, the other a hammer. sturmlul

kindred yoke
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Punch and Judy!!

viscid marsh
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voidborne's got

  • interloper (thrall)
  • astroscribe (freak)
  • temporal shade (horror)
  • lunar witch (hunter)
  • yawning hunger (tyrant)
  • voyager (necro)
kindred yoke
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One tanks by taunting aggressively while the other debuffs whatever's taunted

kindred yoke
viscid marsh
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ye!

kindred yoke
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Do show

viscid marsh
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it's in the drive under wip houses

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i need to revise the hunger and the necro is incomplete

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missing act upgrades and soul abilities

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cause uh. there's one morbillion of those

kindred yoke
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good god act upgrades and soul abilites are gonna be a piece of work

viscid marsh
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and i have yet to wrap my head around design conventions for Maleghast the way i have for Lancer

kindred yoke
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they are two very different things in the end

viscid marsh
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extremely

kindred yoke
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I would dig a Maleghast TTRPG ngl

viscid marsh
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an oft repeated sentiment!

rain musk
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I need an opinion; I was thinking of putting my ash units on a time-crunch, like they start with free tokens, but by Round 4 they lose all their positives, maybe becoming debuffed without them (stripping/converting/stealing being particularly effective against them).

viscid marsh
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that feels

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painful, ig?

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like, early game buffs turning into late game weakness is an interesting design space, but it feels counterintuitive when there's factions that work inverse to that

rain musk
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Yeah, that's true.

stuck canopy
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back

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wut i miss?

rain musk
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Wb.

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Just discussing our own houses a bit.

viscid marsh
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maybe every unit generates a positive token at the beginning of their turn up until round four, where they have to be applied manually?

stuck canopy
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awesome might be able to share weaboo thrall in an hour or two

viscid marsh
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autogen/starts with

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okay maybe that design space can work

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thinking about it now, processing it in my mind

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turning it over like a 3D hamburger

kindred yoke
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you could make it so they gain tokens at the starts of their turn, but by a certain round count they all turn into the inverse

viscid marsh
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true

kindred yoke
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like one gains a ton of strength, but by say round 3 it all turns to weak

viscid marsh
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that would invite spending tokens as fast as possible too

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which would be funny

kindred yoke
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so you can choose whether you wanna go for the speedrun any% or play a slow, low risk game

viscid marsh
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start of round 3 like "holy fuck i gotta get rid of this strength rn"

kindred yoke
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personally i'd go for the big fuck-you blitz

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its like the mirror-match of Deadsouls

viscid marsh
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i have changed my mind: i think that idea rules

rain musk
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Hah. The per-turn is a good idea tbh.

kindred yoke
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it gives you options

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and everyone loves good options

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besides the idea of undead ash going full blaze is an awesome visual

rain musk
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I was thinking the Horror hellhound-chariot gains Speed, the strongmen/strongdemons get the Strength, maybe some other ideas.

viscid marsh
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hell yeah

kindred yoke
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living statue tyrant

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it'd be cool if it did the inverse

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it gains all these negative tokens, but by a certain round it comes to life and all of them turn into positives

rain musk
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Had a Phoenix idea, though it might clash a bit with everything but the hellhound aesthetic outside fire-and-ash.

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Three units of revived ash, and two fire-beasts.

kindred yoke
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oooooh

viscid marsh
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like, maybe it's a wall until a certain round, then goes apeshit

kindred yoke
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I have not seen anything Steeplewreck except the Thralls but if it's like that I dig it!

rain musk
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Also kind of fits the gladiator side of things with both beasts and competitors having to serve this necromancer that beat them all.

viscid marsh
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wrack tyrant only shows up on round 3 and then just

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goes bonkers

kindred yoke
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Oh shit that does sound fun as hell

rain musk
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Yeah, those are gonna be nuts.

viscid marsh
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very excited for the birds

kindred yoke
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raven skulls are a staple i think for stuff like this

viscid marsh
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classic greek fire lizard

rain musk
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Ah, neat.

kindred yoke
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Oooh yeah yeah

rain musk
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Might be more tamable as well, pfft.

viscid marsh
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seems a little more monstrous than the noble/sacred phoenix

kindred yoke
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it progressively increases its heat but burns out after round 4

viscid marsh
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plus, you can get silly with the design. make it more canine to fit in

kindred yoke
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give em some nice chompers

viscid marsh
rain musk
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Well, I already have the hellhound/ash-hound...

kindred yoke
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Maybe you could make that a house-specific buff

viscid marsh
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ye

kindred yoke
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Or a tag

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Blazing Will

rain musk
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Hmm... I keep thinking of the Thralls as mini Freaks somehow.

kindred yoke
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Ticks up by one and gives you [positive token] equal to the count, but after round 4 all positive tokens become the inverse

rain musk
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Just stoking other units' heat so they don't burn out.

viscid marsh
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very cool visual

kindred yoke
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Indeed

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Kinda like a boxer's coach helping them out inbetween rounds

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or the thrall could take the heat themselves

rain musk
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'Emberbearers' and looking like the Beheaded/player from Dead Cells is the placeholder in my head.

kindred yoke
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go out in a blaze of glory

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thralls arent meant to live very long after all, so why not give em a death to remember

undone sorrel
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ooh, this concept sounds real interesting

rain musk
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Good ol' Bobby.

kindred yoke
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boyo!

rain musk
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The real player model looks like smoke with a four-pointed star in it, but could just be an empty flame.

viscid marsh
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good ol' bobby...

kindred yoke
rain musk
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Flamehead, toga, scrawny.

kindred yoke
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make it like the ammo goblin's self-splode

rain musk
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Yeah, was thinking of having them probably explode on death.

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Or at least being hazardous.

kindred yoke
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maybe scorch the ground, turn it into a hazard?

rain musk
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Probably carrying their own alchemical fire or naphtha, or the magic they carry in their head being volitile.

kindred yoke
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naphtha?

rain musk
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It's like fuel.

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Greek Fire has been speculated to maybe use the stuff, but no-one can recreate the ancient recipes.

kindred yoke
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Ooooh

rain musk
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Naphtha was a potential component, we just can't get the final result of Greek fire.

kindred yoke
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i still have the visual of old golden armor being animated by blazing ash from something you said before

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so that's probably a factor as to why I imagine them all as fighters

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and the whole gladitorial colosseum thingy

rain musk
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Yeah, the necromancer in my current lore ideas is basically an achieved fighter that got the colloseum-heading Devil's attention.

kindred yoke
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The Champion

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I dig it

rain musk
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Their necromancy is in addition to their prowess.

kindred yoke
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i see

rain musk
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And that prowess now leads his newly-crispy oppponents to serve for him for a short time, when he wills it.

kindred yoke
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so he can just summon these mfs out of nowhere

rain musk
#

Beats a dude, burns him to cinders alive or dead, uses the ash as necromancy.

kindred yoke
#

oh dude it'd be funny if he carried them around in urns

rain musk
#

But, they blow away after one fight.

#

That was an idea.

kindred yoke
#

or even jars

#

for maximum disrespect

#

ohhh

rain musk
#

Also thought of something more earlier for the lore, not 100% sure on it.

#

They could be final authorities or jailers for particularly disruptive/destructive creatures in the city, outside the arenas.

#

Hired muscle even.

kindred yoke
#

Kinda like cops?

rain musk
#

In a way.

#

Some of the petty ones would be like Emberbearers as a result.

#

The worse creatures could potentially be bound or handed off in those pots; too dangerous to carry particularly issue-causing creatures everywhere.

kindred yoke
#

as a plus, they can use the ashes for gladitorial exhibition fights!

#

nothing like letting loose a dangerous creature to fight either some poor shmuck or decorated fighter

rain musk
#

Weaker folk become Thralls, opponents in the ring make for Scions and Hunters, and hell/ash-hounds make for powerful Horror rides.

kindred yoke
#

do you think they nicked Painwheels to use for the chariots

rain musk
#

Ah, idea! If scions are bruisers, hunters could be other necromancers.

#

Hah, that'd be funny.

#

Spiked wheels with familiar, four-bolted skulls.

kindred yoke
#

Goregrinders in the audience are reeling

rain musk
#

They can try, but they'll be going toe-to-toe with an equal force.

#

Honestly, a sellsword gladiator would be neat.

#

Either they don't like the guys Eule is making (misty ghost Roman formation), or they dislike Goregrinders.

#

They have equal fury, but more discipline than the wild speed-and-pain freaks.

undone sorrel
rain musk
#

The wheels occasionally cackle when they realize they're racing someone. sturmlul

undone sorrel
#

also, I can't not bring up the Juggernaut Star bike when the talk of using skeletons as wheels come up

rain musk
#

Hah, siiiick.

kindred yoke
#

HOLY SHIT

#

thats awesomw

kindred yoke
#

Also I just realised the t-posing s k e l e t o n-

rain musk
#

Didn't notice the handlebars were a T-poser.

kindred yoke
#

he must be having the time of his unlife

rain musk
#

That, or the stiffness is driving him insane.

kindred yoke
#

maybe

#

i'm assuming there isnt many of these exalted champs in the colosseum, or is there more than expected?

rain musk
#

Like the necromancer of this house?

kindred yoke
#

mhm

rain musk
#

Hmm... Maybe the gladiators in general are good for putting down the rowdy/GG-like folk for the usual six-day period, if given a bribe or reason, but the exalted ones are granted their power over fire and have the deadly equivalent to handcuffs or restraints by turning those troublemakers into potted ash.

#

Kind of enforcer-like jobs, basically.

#

An idea for maybe keeping the dead from coming back so soon; they behead them, burn the rest and reinvigorate the head on top of the ashes so they have little where else to go, maybe until a given sentence is completed.

#

Something akin to jailing the problematic ones and extending their normally six-day wait period to return freely.

kindred yoke
#

that's a tad silly

#

is solitary confinement a cardboard box

stuck canopy
#

This gibs me great ideas for the Kiri tyrant >:3

kindred yoke
#

oh shit that's badass

#

make him like a bigass fuckin tree

stuck canopy
#

Ye that’s what I have in mind

stuck canopy
#

Maybe a glory system might fit better

rain musk
#

Nah, this is lore, not mechanics.

stuck canopy
#

Go deep for the colliesuem vibe

#

Awwwww

rain musk
#

A bit of power to keep the dead from being quite so dead and being reclaimed by the City.

kindred yoke
#

we had a fun ass time talking mechanics

#

the visuals are fuckin cool

rain musk
#

Considering the number of units a necromancer is capable of, it might not be many they can keep 'jailed' for long periods.

kindred yoke
#

i may have gotten a smidge too distracted

#

completely forgot bout my own house-

#

i'm gonna go start brainstorming for the thrall

stuck canopy
#

:)

#

you know where im going with this

#

oh forgot the tag

kindred yoke
#

ACTUAL SUICIDE

#

Goddamn

rain musk
stuck canopy
#

pfffft

#

havnt shown you a certain tag yet

stuck canopy
kindred yoke
#

i'm liking where this is going

stuck canopy
#

is giving magic damage to a thrall a bad idea?

strong needle
#

I dont see why it would be

kindred yoke
#

So after a while wondering about the whole deal with the jesters

strong needle
#

I think someone made an undead circus faction somewhere

kindred yoke
#

those have the whole circus thing

#

this is kinda just jesters and clowns

#

with masks

#

originally, I was thinking a jester themed king's court type thing, but now i'm considering jester toymakers

#

cater to all ages, yknow? Kids and adults

low river
#

Toys made from our enemies flesh

kindred yoke
#

it cant be that out of place for kids in Anzenmezzeron

#

Besides it's a better fate than becoming a Host for some Gargamox

low river
#

Yeah. This is this and that is that, you know?

kindred yoke
#

Like it's a more amicable house, there's not much infighting and such, more friendly competition

#

the necromancers all own their own workshops, and their dark masses are often simply there to help them with their work

low river
#

That’s nice

kindred yoke
#

ofc some are more evil than others but thats to be expected in the city

stuck canopy
#

thoughts on it so far?

low river
#

Tsujigiri confuses me

stuck canopy
#

some kiri units will have abilities that call Tsugikiri which is basically a roll against another

#

if the challenger wins they get their victory effects, if they lose they recieve 1 damage

#

still barebones

strong needle
#

What does uhhh Tensei do

stuck canopy
strong needle
#

Oh ok

kindred yoke
#

oooooh

#

I love the idea of a duel

strong needle
#

Seems fine so far. Tsujigiri does kind of feel like its kind of just there though, and doesnt really seem to have much in line with the rest of the mechanics? Though given its still in development I wont fully cast judgement on it for now.

Also if fumeiyo does have splash you should probably denote in the on hit section that it actually splashes and if its a self or target splash (although giving a thrall a splash attack in general is pretty powerful in itself)

low river
#

Hey, sorry for asking, but where are you guys making this stuff? Is there a template somewhere?

stuck canopy
#

here

strong needle
#

There is! Though im away from my computer so

#

Ah there we go

#

Also working on a faction myself but its going slow lmao

low river
#

I feel like it should be pinned if it isn’t already

kindred yoke
#

isnt it?

stuck canopy
#

it is

low river
#

Perfect

#

Because my current location means I can’t work on my Dino bois

strong needle
#

Dinos…

#

That sounds cool ngl

low river
#

Check out the mezogogues

#

A faction made by yours truly

#

NOTE: THE CURRENT UNITS ARE SUBJECT TO CHANGE EXCLUDING TERRORSAIL MY BELOVED

strong needle
#

Getting back on my puter to view the dinos…

low river
#

Also chimera

ivory bane
low river
#

Chimera is fine

ivory bane
#

Since its at ANY TIME, ANY TURN

#

It could lead to situations like

stuck canopy
#

i wanna keep it but am currently trying to find a way to make it not annoying

ivory bane
#

"i shoot and you di-"

"I KILL MYSELF FIRST"

stuck canopy
#

true

ivory bane
#

Its essentially a deathburst and your enemies just dont get to use abilities on "reduce to 0 hp" and such

stuck canopy
ivory bane
#

After acting might be too restrictive

#

xd

stuck canopy
#

why?

#

wait

#

hmmm

low river
#

Any time on their turn might be more balanced

strong needle
#

end of turn maybe?

ivory bane
#

Any time on allied turn
End of any turn
Start of any turn

#

I favor turn end

stuck canopy
#

1st one i think

#

House kiri are meant to be pinch hitters

ivory bane
stuck canopy
#

hmmmmmmmmmmmmm

#

ill keep it in mind

ivory bane
# stuck canopy

Overgrowth being counted as slow also means its discarded like slow

#

Just making sure if its intended

stuck canopy
#

hmmmmm

#

it wasnt

#

kinda wanted them to be slower the more overgrowth they have

#

the more powerful they are, the more slower they are

ivory bane
#

Reduce move per ovegrowth?

stuck canopy
#

question

#

vulnerability can only be used once per attack right?

ivory bane
#

Per instance of damage dealing

stuck canopy
#

hmmmm

ivory bane
#

So if target has 2 vul and your attack is like
1, then 1

stuck canopy
#

maybe some units that have multiple instances

ivory bane
#

You deal 4 total

#

If target has 1 vul against that attack, you would deal 3

#

Etc

stuck canopy
#

this too much for a scion?

ivory bane
#

Vul and strength also stack

ivory bane
stuck canopy
#

restrict amount of times

#

gotcha

ivory bane
#

Just 1 damage again, ignore armor

#

De-facto a full repeat

stuck canopy
#

smort

ivory bane
#

Do note that a carnifex already has an attack like that

#

And yours is much better :p

kindred yoke
#

Are we brainstorming

#

the funky goth game

ivory bane
#

I would suggest moving armor ignore to an upgrade

stuck canopy
#

hmmmm

#

better idea

#

Overgrowth tokens will play into it

ivory bane
#

I think the amount of damageis a bigger concern here 🤔

stuck canopy
#

hmmmm to be fair carnifex is better

strong needle
#

Chainsaw’s second damage is on 4+ and 6+, yours in on 3+ and 5+. The chances of rolling higher damage is like one better than chainsaw.

stuck canopy
#

hmmmmmm

#

valid point

strong needle
#

I mean why not just reduce it to only two instances of damage?

stuck canopy
#

i like the two slash idea tenu

#

danke

ivory bane
#

i had that idea first!!!

strong needle
#

~~Taking credit for others’ ideas just as intended SmugSeer ~~

stuck canopy
#

hehehe

#

which is cooler

#

ninja or Straw box-head monk

strong needle
#

Why not both

stuck canopy
#

cuz theres only 1 undecided unit theme and i dont want it to clash

#

hmmm actually

ivory bane
#

I think monks are cool

stuck canopy
ivory bane
#

But you can make it a ninja monk

strong needle
#

^

stuck canopy
#

found some good art of them having a monkish feel

#

decided

#

so far ive got this

#

Ashiguru: Foot soldiers that have a blade in their chest with a sprouting tree coming out the other end

#

Bushi: Armoured Samurai with either a big nodachi or 2 extra tree hands holding more swords

#

(Monk/Ninja unit): Undecided

#

Hitokiri: A Hermit ronin that uses the weaboo sheathe strike, but their arm is fused to their sheathe

#

Oni?: Beeg fella with wooden tree horns and a spikey bat

#

if ya'll got ideas im willing to hear em

#

cuz im pretty sure ill need help balancing this bastard

strong needle
#

interesting that a hunter has a melee ability that deals devil damage (and 3 no less)

kindred yoke
#

that 3 devil damage does seem to be a bit much

stuck canopy
#

yep

#

knew it as soon as i sent it

#

dropping to 2

strong needle
#

even 2 feels like a lot, if only because its devil. I feel like this is something you can only balance by the loss effect also taking 2 devil

#

this unit feels more like a horror than a hunter, also super armor feels like much as well

stuck canopy
#

maybe the movement can be majorly reduced might help?

strong needle
#

the playstyle invokes a horror playstyle

#

because its pretty close range

#

and has high MV

#

whereas hunters are slow and suck at close range, but are very good from long range

kindred yoke
#

it is underway

stuck canopy
strong needle
#

since we posting homebrew though, may as well show my fellas in the meantime. Doom metal undead pirates (unfinished rn but i like what i have going so far)

strong needle
# kindred yoke it is underway

Few questions (two, cuz one isnt really a question lol)

How does taunt’s effects even apply if its cleared at the start of the affected unit’s next turn? Also how would this work on a unit that is afflicted with multiple taunt tokens at once?

In the spotlight’s wording feels a little weird? It would be better to just word it as “When targeted by a foe’s ACT, gain 1 strength” (its also a pretty strong thing to just have. You just gain strength by just being targeted by something)

Is stupefied just some status like reload, where you can only have 1 of it? Also is it permanent or can it eventually be removed somehow?

kindred yoke
# strong needle Few questions (two, cuz one isnt really a question lol) How does taunt’s effect...

For taunt i suppose I must have worded it wrong, because the idea is that you taunt a unit, on their turn they have no choice but to hit you, and then the tokens get removed on the second turn they take while still having the tokens, still working on other methods of removal ( such as each time that unit does a move/act against the unit who applied it, they lose a token)

I had the idea due to the fact that usually you'd be trying to taunt multiple enemies to hit the same dude, thus allowing them to rack up some strength, though you do make a good point in that it is again, worded strange

I intended for stupefy to be a bit like the opposite of formation, and now I see that I should probably have given it a "removed after the affected unit performs an ACT" effect as well

#

For the how the multiple stacked tokens thing, I intend for the units to mess around with that

#

i am considering just making taunt a forced step without any of the forced targeting

viscid marsh
#

forced step is a p neat mechanic tbf

kindred yoke
#

It does disrupt positions pretty well

#

may have to give the whole concept a rework

#

the jester aesthetic remains though

viscid marsh
#

despite the allegations

#

they remain silly

#

in other news

#

i tried to play around with Orbit as a mechanic for Voidborne (reference to follow)

Orbit: Whenever the number of allied units within Range 2 is equal to the number indicated by this tag (Orbit X), gain additional effect on ACTs with this tag.

#

and, frankly, i kind of hate it

#

i keep either overtuning or significantly weakening the ACTs i already had

#

not sure this is gonna stay tbh

#

example being the horror's melee attack going from

1 damage (3+) 2 damage (5+) ignoring armor
to
1 damage (3+) 2 damage (Orbit 0) ignoring armor

#

i think i just don't really know what i'm doing

#

bwuh!!

kindred yoke
#

so the idea is to stay together like in a group

#

did you ever try giving a character an allied pull perhaps?

#

allowing you to position your own allies easier might make it easier to set-up orbit

#

or is activation not the issue here, and instead the abilities themselves?

viscid marsh
#

the idea is actually to make each unit desire a different number of allies within range 2 of them, making each one play in a more distinctive fashion

#

horrors want no allies in range so they can gank enemies
hunters want more allies in range so they can generate more hazards
and the necro has acts that encourage different numbers of allies within range, with one being kind of a "i'm going to repeatedly stab you ignoring armor until you're out of weird or dead" as long as there aren't any allies in range

#

i'm mostly having a hard time making it fit with the abilities i've already made

kindred yoke
#

Ahh, so positioning isnt a problem, its more getting it to fit with what you already have

viscid marsh
#

yeah

#

i worry about the length of the ACT text with some of these

#

and also that i'm overtuning them

#

i'll link the doc real quick to give a better indication of what i mean

#

i think i'm just frustrated

kindred yoke
#

Indeed the tyrant and Astroscribe do have alot going on

#

Perhaps you could make Orbit more depend on what range the allies are at rather than the amount in a certain range?

#

In the Solar System all the planets have their own orbit, they're just at different distances

viscid marsh
#

i'd considered that

viscid marsh
kindred yoke
#

For example, maybe you can make the Hunter's armor effect instead activate when you have an ally in range 4 for example? Or it is in range 4 of an ally

#

The scribe is a good support from what i can tell

#

spreads weird effectively

#

the first ability is for ally positioning purposes, right??

viscid marsh
#

yeah

#

mini furious roar

kindred yoke
#

ic ic

#

in that case yeah he's fine

#

The tyrant pulls 5 total yeah?

#

or does the 2 instead turn into a 3

viscid marsh
#

should be a max of 3

kindred yoke
#

ahh i see

viscid marsh
#

well of torment specifically needs a rework

kindred yoke
#

Its very specific for sure

viscid marsh
#

no synergy since VB don't just make corpses

kindred yoke
#

You could make it absorb the weird from allies instead?

#

VB give allies weird a whole lot

viscid marsh
#

that's a good idea!

kindred yoke
#

how much weird can a good VB player usually put out?

#

tryna see if 1 strength per weird is too much

#

perhaps 1 strength per 2 weird?

viscid marsh
#

1 strength per ally you steal weird from?

kindred yoke
#

yeah yeah

#

that'll do nicely

viscid marsh
#

i appreciate the help btw

kindred yoke
#

Happy to give it

#

I'm enjoying this alot more than I expected ngl

kindred yoke
#

Teleport low hp unit to finish them off?

#

Killing big problem unit is possible due to the strength buff, but that feels like it'd be a bit too slow

viscid marsh
#

kidnap a dude OR

#

rescue an ally

kindred yoke
#

ooooh yeah yeah, true

viscid marsh
#

the hunger is kind of a support berserker

#

yoink dudes, do unavoidable damage and destroy walls (maybe), rescue allies

#

though you could also use warp space to disrupt formations

#

take a big slow guy back out of the picture

kindred yoke
#

Oooh

#

Yoink an Enforcer and such

viscid marsh
#

warp space is kind of just a funny tool

viscid marsh
#

"nice chop doc you have there, be a real shame if someone..."

"stole 'em"

kindred yoke
#

Send em straight to Brazil

#

funny enough that's kinda what I wanna do with the entirety of my house

#

So have you decided what to do with Orbit?

#

I personally like the idea alot, and I think you might be able to still do stuff with it

viscid marsh
#

i like your idea to range it to "range of nearest ally," so i might play around with that

#

i'll need to make sure i write it down somewhere (i have to do a lot of academic writing today)

kindred yoke
#

I personally think you might be able to instead just revolve it around certain effects activating, you could make some units support that too

#

like "units in orbit gain one strength" and such

kindred yoke
viscid marsh
#

thanks again!

sharp osprey
#

The Torch: Your Dark Mass does not have a necromancer. Instead, at the beginning of each round, choose a unit with this trait to bear the torch. That unit becomes your torchbearer until another unit takes up the torch. The torchbearer is treated as your necromancer by any effects that care, your SOUL abilities originate from them, your other units can body block for them, and you instantly lose if they are defeated. If at the start of a round you have no units remaining to take up the torch, you are defeated.

Frenzy: Gains extra effects while adjacent to the torchbearer (the torchbearer is not adjacent to itself).

Considering a necromancerless "house:" a mob bearing pitchtorches and possessed by frenzy, driven into the city by a strand of madness endemic to the blighted villages nearest to Anzenmezzeron.

I'm thinking of focusing on strength through variability in offense and defense, with the transition of the torch empowering small clusters of units every round. While they lack the power of a true necromancer, the mob is hard to put down when the head that needs lopping off is constantly changing, and when getting to it means getting close to the frenzy-bearers.

kindred yoke
#

oooh, sounds badass!

#

sounds more like a boss battle ngl

sharp osprey
#

The probably-not-even-undead-yet farmers probably wish they were a boss battle sadcowboy

But also, aye this does break standards hard enough that I need to make sure the rest feels very standardly Maleghasty, like an actual Mass that someone would play normally. Still trying to figure out what that's going to look in design.

stuck canopy
#

unlike normal necromancers that can be killed and everything else dies

#

ur proposing a necromancer that doesnt die until they are out of units

#

just constant body hopping

sharp osprey
#

The text is a bit overly dense, but it does specify that you lose if they are defeated, and if you have no bodies left to take the torch (which thralls don't have the trait to do) then you're defeated.

tawdry root
#

tbf I don't often see games where the necro doesn't last until all or most of it's mass is gone, due to bodyblocking

sharp osprey
#

Additionally, none of the units have extra health--the Tyrant will probably have 6, but no one will hit 10 hp.

However, it might mean that actually killing them, if you can't set up to execute the current leader, would be a grind in a bad way. It could also mean that it's improperly easy to snipe the current torchbearer, but I'll cross that bridge if I come to it.

tawdry root
#

now, another question; does this mean this faction, due to having no necro, just has less units on the board than everybody else

tawdry root
sharp osprey
# tawdry root now, another question; does this mean this faction, due to having no necro, just...

That's another thing that I'm debating. Factions don't get extra rules text (hell, the torch trait means that almost all units have one less trait already), so I can't make a specific accomation for it unless it's also in that mechanic.

I'm considering making thralls units of 3, which ideally would give more bodies (appropriate for a mob) but wouldn't automatically make thrall-spam the absolute way to go because of the necessity of having units who can bear the torch.

rain musk
#

Had a funny idea for another house, basing off prior ideas before my Greek fire one.

#

Mimics and cute-trap kinda stuff. Unassuming critters with what looks like a girl at the head, only for everything to lash out at the approachers when in proximity.

ivory bane
#

might be hard to do since theres no way to unfurl a guy like that normally

rain musk
#

Also remembered the Beast of Caenerbannog (white rabbit from Monty Python & the Holy Grail, the one that rips out throats), but you're right about that.

low river
#

I'm looking for an eldritch horror homebrew faction. ring any bells?

low river
kindred yoke
low river
#

sounds r'ylehian enough

kindred yoke
#

Its one of Saltmeister's

#

A travelling "theatre" run by mask wearing jesters, who seek to perform The Final Act, a show so magnificent and pure it will be remembered by reality and beyond. After constant deaths in their pursuit for it, they gained the power to raise the dead after having gained the attention of The Forbidden Cities' Audience. They now travel the streets of Anzenmezzeron, awing all who catch a glimpse of even a rehearsal. Those amazed few are rarely ever seen again.```
#

finally gotten a proper idea for them

#

Probably gonna give them a "The King In Yellow" sort of vibe

kindred yoke
#

Even manages to fit the King's Court idea to some extent

#

Will probably tweak the flavour text a little bit afterwards

kindred yoke
#

EXACTLY

#

thats the Necromancer's vibe

#

a mix between hastur and a director

viscid marsh
#

yeah, ozmagaiath is prolly the one you're thinking of

#

i think there's also astromaur (which is complete?) and then voidborne, which is mine and also very much wip

kindred yoke
#

Ok so currently reworking the thrall

#

The idea is that they're meant to be backstage helpers which help set-up all the props and such, so I was thinking of giving them a more support almost role

#

Cuz they help set the stage y'know?

lost bough
kindred yoke
#

So now what I have so far in my head is a move that creates hazards and a basic melee attack that pushes 1

stuck canopy
#

who’s doing the harlequin house again?

#

I found u a gnarly reference for a unit

kindred yoke
#

That's me!

#

also HOLY SHIT

kindred yoke
stuck canopy
kindred yoke
#

it looks very sick ngl

#

Once again, tryna finish up the tags and mechanics before properly working on the units

stuck canopy
#

whats this backstage stuff?

kindred yoke
#

I have decided they are now theatrical jesters, seeking to perform a show akin to that of The King In Yellow's play

#

In that anyone who sees it will end up dead one way or another, and with them, an actor/stagehand more often than not

kindred yoke
#

The units can gain backstage in different ways

stuck canopy
#

just be aware hat denying most acts may be frustrating to vs

#

gotta be selective

#

Might wanna decide to block out a specific tag

kindred yoke
#

i see your point

#

Perhaps Backstage may be a bit too much as of right now?

#

Y'know I feel like I should have asked this alot earlier but what are ya'lls approaches to homebrewing houses?

#

What do you start with first?

stuck canopy
#

Might get rid of Tsugikiri and have it as one of the hits abilities with different effects

#

Just feels like implementing it would hurt house kiri more then help

#

Also might lean into the horror aspect of it being a cursed house

stuck canopy
kindred yoke
stuck canopy
#

Ye

#

Change and alter accordingly

kindred yoke
#

ahhh ic

stuck canopy
#

The perfect weaboo unit

stuck canopy
#

And the ninja monk

#

Thoughts on the two?

kindred yoke
#

I see alot of devil damage

#

Very unique

#

I also love the idea of using a tree to attack a unit

#

makes them much more of a threat

stuck canopy
#

Only will ever be 1 devil damage but ye

#

If ya think it’s too powerful I’m open to ideas

kindred yoke
#

imma be honest i can only ever judge in terms of concepts, I have no game experience

#

however

#

It does seem pretty annoying to fight how you can kinda just sift and hunker down

#

the trees are destructible, yeah?

stuck canopy
#

Nope

#

They are treated like normal walls

#

U can just destroy em

kindred yoke
#

ahh ic ic

stuck canopy
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Instead of devil damage I could make it possible to inflict enemies with overgrowth

kindred yoke
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How does overgrowth affect enemies?

stuck canopy
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Similar to how it affects allies

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If they have 4 overgrowth by the end of a round, they get slain and overgrowth causes slow that isn’t used up on move

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Dunno if that’s too powerful or not

kindred yoke
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wait so 4 is an insta kill

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for enemies too

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this includes necro?

stuck canopy
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If I decide to allow it

stuck canopy
kindred yoke
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yeahhh it seems a bit

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strong

stuck canopy
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The devil damage seems fine where it is then since only 1 unit so far can deal it while the other is an upgrade for a non-lethal attack

kindred yoke
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Does this slow only apply to move only or step as well?

stuck canopy
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Move

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More powerful Kiri is, the more slower they are

kindred yoke
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ahhh

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sounds like a fair balance

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how do you remove these tokens?

stuck canopy
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U use em or die 🙂

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Simple

kindred yoke
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its an unremovable token that can. be applied to enemies but only truly benefits allies?

ivory bane
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I dont see any application of it to enemies

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As a reminder, slow tokens doesnt reduce movement by 1,they reduce it to 1

kindred yoke
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actually now that I think about it if the overgrowth affliction on enemies if seen as more of a bonus then yeah it works

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like the occassional movement reduction

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value reduction

stuck canopy
ivory bane
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Yea because it shouldnt be added outside of like
A 4 soul ability

stuck canopy
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Yep that’s why I decided against it

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Igorri will be a good counter to Kiri

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As they can just use the corpse trees like normal corpses

ivory bane
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A single gunwight on its way to tzrn your shrine into a single bullet

stuck canopy
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Hehehehe

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Wait

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Gunwights can do that?

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Haven’t played carcass since my first game

ivory bane
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scavenge ammo upgrade allows them to eat an adjacent corpse to reload

stuck canopy
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Hehehehe ngl

ivory bane
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instead of sacrificing a move

stuck canopy
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Eating trees is funny

ivory bane
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abhorrers also have a corpse cleanser

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on an upgrade

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dont remember anyone else tho

stuck canopy
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That’s fine I think

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Still need to figure out the tree oni

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I could either have a moving shrine on a giant tyrants back or a tree oni with a big spike bat

kindred yoke
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i may have forgotten the suggestion part

sharp osprey
#

Contemplating necromancerless, frenzied farmers. Currently, I'm thinking something like:

Thralls - Torches and pitchforks. They need to bunch up, rendering them vulnerable to AoEs, and they have nothing particular going for them in terms of defenses. However, you get three for the price of one, and while the push effect on their Pitchtorch attack prevents you from triple-activation wrecking an enemy, they have an unusually potent attack for a thrall if you can set it up.

Scions - The Hangheart is my current name. A headsman/hangman/executioner, tough enough to carry the torch but with a suit of abilities that allow it to punish any who attack the torchbearer when they aren't carrying it themself. I know I want to go for the executioner archetype (I like the idea of the burlap sack with eye holes, drawing on the aesthetics of lawful executioners but also sackhead slashers). I am less set on the rest of it.

Freaks - Almost certainly a doomsday preacher. I'm thinking that they're fragile, but with certain abilities that become empowered when they hold the torch, letting you risk it for the biscuit.

Hunters - No clue here. Any ideas are appreciated.

Horrors - Hound dogs, probably. Beasts that bite and drag down their prey, capable of operating well even without the torch (and possibly without the ability to carry it), so that you can force the other player to split their attention away from the current torchbearer. A two-for-one deal?

Tyrant - The Wickman, a walking wicker man construct. In general, it is a terribly tough tyrant, capable of taking a beating and disrupting enemy formations. However, while it carries the torch it burns, losing its defenses but causing frenzy at range. I'm planning on giving it very close range abilities, so as to make it want to be at the front instead of just sitting next to the torchbearer body-blocking all day (which it could still do, but it might be a waste).

#

_ _
Also, I'm not sure one a name. Any thoughts and comments are appreciated, and I'll hopefully get more of the actual stats posted sometime soon!

stuck canopy
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Gives me gothic vibes that I like

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Like darkest dungeon

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Also u have one too many unit choices

sharp osprey
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Yeah, I'm shooting for the enraged-mob-about-to-burn-the-manor-down type deal

sharp osprey
# stuck canopy Also u have one too many unit choices

Also yep! This is my attempt at making a necromancer-less house, so they have every unit minus that. I'm not sure if the images of the mechanics are displaying, however; all images in this thread suddenly appear to be down for me but that may just be on my end.

stuck canopy
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I don’t think adding an extra unit choice is a good way to circumvent the balance, however why not make this torch grant buffs of the holder

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And I dunno bout the others but the images aren’t loading

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Got dah poop icons

sharp osprey
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Ah, alas! Just a moment

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Special Mechanic:
The Torch: Your Dark Mass does not have a necromancer. Instead, at the beginning of each round, choose a unit with this trait to bear the torch. That unit becomes your torchbearer until another unit takes up the torch. The torchbearer is treated as your necromancer by any effects that care, your SOUL abilities originate from them, your other units can body block for them, and you instantly lose if they are defeated. If at the start of a round you have no units remaining to take up the torch, you are defeated.

Special tags:
Frenzy: Gains extra effects while adjacent to the torchbearer (the torchbearer is not adjacent to itself).

stuck canopy
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Probs give something directly to the bearer OR have the ability upgrades be worth it

sharp osprey
stuck canopy
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Could always do what archive does

sharp osprey
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The thrall, in its current iteration, is

Mv 3, HP 2, Df 3+, Arm -

Fear the Dark: At the end of this unit’s turn, it gains 1 weak unless it’s adjacent to an ally.

Mob: 3 of these units are worth 1 unit slot. Can be activated three at a time.

Huddle Around the Fire: Self
Effect: Step 1, and either step 1 again or Frenzy: gain 1 strength.

Pitchtorch: Attack, Melee
On hit: 1 damage and Frenzy: 1 fire damage, and push 1.

It isn't anything special stats-wise, and it needs friends or it gets scared. However, you get three per slot, and if you can get a frenzied Pitchtorch attack off they can be unusually dangerous. The push prevents instant decimation from that attack, however.

sharp osprey
stuck canopy
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At the end of the torchbearers turn they can pass it to an adjacent unit

sharp osprey
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My worry with that would be that it'd be extremely difficult to focus the torchbearer down. However, it would be much more directly "passing the torch" and might feel more appropriate than designating a unit each round, regardless of who had it last round.

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_ _
Frenzy would still work as I currently plan it, since it's at the end of the bearer's turn so you couldn't toss it back and forth to always get those buffs.

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Hmm, maybe passing the torch in-round could be an effect of some abilities. A gimmic for the Freak, maybe a SOUL ability?

stuck canopy
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Could go for the witch hunter vibe as well

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Fuels the mob vibe

sharp osprey
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Ooh, I like that! It's also called to mind that one form of medieval beekeeping garb (not sure why, they don't look particularly similar, but nonetheless I might do something with that)

The layered clothing with a couple pieces of worn armor, hiding the face, is an aesthetic I'd like for the faction (I'm not well practiced at art and probably won't actually make anything, but I can still imagine it lol)

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_ _
Ah, so many different sources of inspiration and so little room! I wish I could do something with the fuedal obligations of the mob, maybe some hints of funding from petty lords, but I don't think I have room. Any social bonds are burned away by the frenzy.

stuck canopy
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Go one step further

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Make them humans who hate the undead

kindred yoke
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Maybe from a neighboring city who's fed up with dealing with all the undead screwing them over?

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So they decide to oppose the source, the End of Death

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It even feels like Darkest Dungeon

sharp osprey
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That's what I'm thinking at present--[faction name] is less an organized house than a form of endemic madness, a mob made up of the people from the blighted villages nearest to Anzenmezzeron, wielding their repurposed farm tools and flaming instruments.

stuck canopy
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#fantasyracism thinkaboutit

kindred yoke
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i'd like to see a functioning scythe wielder

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can't wait to see what you come up with!

sharp osprey
kindred yoke
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Slow tokens galore I say

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splash damage

sharp osprey
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Aye, some kind of hit-and-run unit that forces the enemy to break focus from the torchbearer. Either they won't be able to take up the torch, or they'll get some sizeable benefits from it (at the extreme risk of having your weak point be put on the one unit who you probably won't be able to have another unit to body-block for).

kindred yoke
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probably no torchbearing for them

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farm scythes are two handed weapons after all

stuck canopy
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Could also have a brand mechanic

kindred yoke
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A mark

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yeah that'd be fun!

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Marked unit prolly takes extra damage

sharp osprey
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Alrighty

Thrall - Torches and pitchforks, need to be with allies

Scion - Executioner (gimmick undecided)

Freak - Preacher, moves the torch around and inspires allies. Add the brand here as the standard Freak ability that can be used on both allies and enemies?

Hunter - ???

Horror - Gleaner, reaping scythe, fast and good at disrupting enemy advances. Some kind of ability that targets an enemy, an adjacent enemy, and (4+) an enemy adjacent to that enemy, inflicting slow and push?

Tyrant - Wicker man, burns bright but fast

kindred yoke
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Honestly i should have started off my thing like this

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that's it i'm starting over but with a proper work ethic

kindred yoke
sharp osprey
sharp osprey
kindred yoke
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the jester/harlequin/pierrot aesthetic stays tho

sharp osprey
kindred yoke
sharp osprey
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Do you have any inclinations towards what you want to focus on designing them around? For my current project I have the boon of having one really specific and major restriction that I need to work out from, but without it there's a solid lot of different starting points

kindred yoke
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really go with the flow of the ref ig, like how in torchless dd you get more loot but everything is a whole lot more dangerous.

You could start off with alot of soul, and the lower you have, the stronger the abilities get

kindred yoke
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design wise I got em, gameplay wise I first thought of position disruption by forcing movement with steps and the like

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alongside taunting them to hit units just to be punished

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that was back when it was JUST jesters in my head

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i still like the forcing steps idea, like their performance is so perfect not even the dead can resist a closer look

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I should go search up The King In Yellow for ideas

sharp osprey
kindred yoke
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ahh, my bad

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assumed too much once again

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you could simply give the torch it's own card, and put the soul abilities on it

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maybe the torchbearer gets a special ACT ability

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perhaps even the brand?

sharp osprey
# kindred yoke design wise I got em, gameplay wise I first thought of position disruption by fo...

That all sounds ace, and some kind of hard-control faction is interesting. The base game factions that focus on control win by attrition (Garg), ramp (Abhor), or just rendering units useless and then murking them (Deadsouls); what will you do to set yourself apart from those?

I think that's probably the big question for control factions, how they win and how they distinguish themselves. For Hastur's court, what if you had some way of using enemies who you've sufficiently debilitated to your advantage? Abilities that originate from an enemy with (for example) 2+ negative tokens on them, representing them turning against each other?

But that's only one take on it; the concept is cool and there are a lot of ways you can go.

sharp osprey
#

_ _
But really, the true and Most Crucial issue with the mob faction is twofold: I lack a name, and I listen to insufficient proper metal to pick some good music for them off the top of my head sadcowboy

kindred yoke
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i also at some point considered giving them hazard synergy, because of how much forced movement they were gonna have the enemies doing, they were bound to land in a hazard space at some point after all

kindred yoke
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Purification by Torchlight

sharp osprey
kindred yoke
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Another neat idea a while back was to lure them towards the units to attack them and get punished for it( "interrupting the performance")

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have them move towards the units as their forced move

sharp osprey
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Pulls sound good, on-theme, and they'd add uniqueness points without much mechanical burden because they exist in the base game but aren't used very heavily by any of the other factions.

stuck canopy
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Sorry to interrupt but I need some critique on an idea

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U know the whole corpse tree thing?

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I was thinking to give a thing where they can use trees as portals

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Like walking into a tree can allow them to teleport to another tree on the board

sharp osprey
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Perhaps a SOUL ability or a mechanic for a horror, if they have one? It seems like it'd be a neat way of simultaneously rewarding tree creation and offsetting their main weakness, which is a good space for a limited-usage ability to exist within.

stuck canopy
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Using a soul I don’t think is worth as corpse trees are easily destroyable or consumable by some factions

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Plus it requires an allied units death

sharp osprey
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Ah yeah fair, I was picturing something like "[Tree hop] (X soul), start of own or allied turn. Effect: Remove this unit from the board, then return it in any free space adjacent to a corpse tree." Agreed that might end up being unnecessarily conditional, though.

Just on its face it sounds to me like the kind of added bonus to a faction ability that you'd see on one unit or on an activated ability. However, if it became part of the main draw of the trees I could see it being a pretty neat part of the faction's identity, very slow but with one movement trick that can let them rapidly punish you for killing a unit (since suddenly the rest of your forces can drop down next to their corpse tree).

ivory bane
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Oh wait, a necromancerless house

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Yea uhhhh

sharp osprey
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Aye, taking out the necromancer

ivory bane
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Why not yknow

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Go literal with the hunter?

sharp osprey
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Might go for a beekeeper (of some fucked up bees)

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Like, with a bow?

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Huh there isn't a single hunter with an actual bow in the base game is there

stuck canopy
stuck canopy
sharp osprey
stuck canopy
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Why not a flintlock rifleman

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der we go

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also i might rename the corpse trees to something in japanese mythology

sharp osprey
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Alright, I think I've got it:

Hunters don't like to get close. They usually have one long-range offensive ability that becomes conditionally more dangerous, and one ranged disruptive ability that sets up their attack. Their traits vary, and often are either the faction trait or something that sets up their schtick. They usually have no defense.

I'm going to go with a houndmaster for the mob's hunter, as the baying hounds are a fairly important part of the torch and pitchfork aesthetic, but I've got some good stuff down for the horror as a scythe-wielder.

The houndmaster's gimmick will be a ranged attack that can only be made against a slowed enemy or while the HM is frenzied, but that also gains frenzy if the target is adjacent to the torchbearer. I'll need to word that better, but it'll mean that I get to build upon the general theme of punishing enemies who attack the torchbearer, it'll allow the houndmaster to hang back from the general group without losing frenzy, and it will add some much-needed slow synergy to the faction.

stuck canopy
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I like the idea

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But why not have the hounds be thralls?

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OR

sharp osprey
# stuck canopy

Does Overgrowth apply to enemies as well, or is it a trait that only some units have? Also, is Torii a trait, or can all units do it?

stuck canopy
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Similar to Wildcaller from @ivory bane s house, a houndmaster can spawn hounds at the cost of his life or something like that

stuck canopy
sharp osprey
stuck canopy
#

heres the units so far

sharp osprey
stuck canopy
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rip doggo squad :v

sharp osprey
# stuck canopy

I love overgrowth and the trees! It's some neat risk and reward. There are a couple of abilities that generate random amounts of overgrowth that seem like they'd be difficult to use (especially the Hitokiri ability that generates 3 on a 5+, since even if you only have the one token from round start it has a 1/3 chance of putting the unit at the death threshold.

I think that Tensei and Torii are worth consolidating--every unit has both of them, and it'd keep them at the normal trait amounts. Maybe something like:

[Name]: At the start of this unit's turn, it gains 1 overgrowth. When it is slain, it creates a corpse-tree, a wall which counts as a corpse, in its space instead of a normal corpse. When this unit MOVEs, it can spend 1 space of movement to teleport from a space adjacent to a corpse-tree to any other free space adjacent to a corpse tree.

Overgrowth: Units affected by overgrowth reduce their MV by the number of overgrowth tokens they have. At the end of each round, all units with 4 or more overgrowth tokens are slain.

sharp osprey
# stuck canopy How so on the hitokiri?

Their (Condense Ability) gives 3 overgrowth tokens on a 5+, and with the 1 you get at the start of the round it means that it you use that ability and roll a 5+ you end up with 4 overgrowth.

stuck canopy
#

Hmmmmmmm

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I might have an idea

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What if overgrowth doesn’t slay at the end of the round but just does it if you reach 4?

sharp osprey
#

Immediately?

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If you keep randomness on that ability, what if you gave it a special Effect that activates if you have four or more tokens after it resolves?

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Also, what type of unit is the Hitokiri?

sharp osprey
stuck canopy
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I can’t remember what the typ was but it was the fast and agile 1

sharp osprey
#

Horror, fair

sharp osprey
stuck canopy
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There are last minute things that can push a unit over the threshold like corpse trees being made on death

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And that can be problematic

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Mayhaps too much to control

sharp osprey
#

Ah, in that it'd be possible to have big chain reactions, fair enough

stuck canopy
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1 misstep may lose half ur units

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That would be frustrating

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What if unsheathe isn’t range

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But instead melee

sharp osprey
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Yeah, overgrowth looks brutal. What if you just cut the spread of overgrowth from trees? Just knock that block out of the potential death spiral.