#MALEGHAST HOMEBREW
1 messages · Page 8 of 1
Nice
Bahaha those roman numerals
Done
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
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
WIP would be if you're missing abilities, upgrades, units, etc
i guess that means that the Mezogogues WIP status is actually official
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. 
Been writing and rewriting it and feeling stuck.
"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.
Mortem et Circenses or maybe just Et Circenses
I'm neither calling my necromancers (nor the house, which I have named already) "Death and Circumcision," tyvfm. 
Isn't Circenses circuses
It also showed that, but I think removing the capitals change it a bit.
Either way, no thanks. 🤣
Ah, it's the third-to-last letter in Circen_es being C (circumcision) or S (circus) that changes it in Google Translate.
Hear me out, jester collective/king's court homebrew
we need more designs with masks
What kind of mechanics would they potentially have?
I definitely like the aesthetic though
Dunno if this got pointed out earlier but don't Chaos Beam and a couple other Chirurgeon things do this?
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
as soon as school ends i'm finna think about both
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!
Yup.
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.
Yeah, Frawg had the same idea with attack-Range itself.
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.
Ahhh.
Faefolken tolkens, all done and dusted
me and the lads off to steal thy true name
coming to spirit you away to a realm unseen
Me and the fae off to fuck with your mind
Oooo, love the look!
I'd like to see how these guys play, considering Wylderot gave themselves up to decay over nature.
Nature-on-not-so-nature violence! 
Life And Decay
Death And Rebirth
All Follow the order of the earth
So It Goes
The Eternal Cycle turns
Ever Turns
that might be pretty fun. though, it might be a battle of attrition since their mechanics both centre around vitality :P
Endless cycle of the aspects of nature
Oh no my headmates are fighting over whether xerneas and yveltal should start fighting.
No-round-limit deathmatch! See which half of the cycle comes out on top.
This place doesn’t have tupperbox so I’ll do my best to transcribe what they’re saying
Xerneas: Do you not get that the point of the cycle is balance?
Yveltal: Last time something like what you’re suggesting happened, we had to deal with the serpent.
i have still not managed to think of anything, but then again I havent played much yet
my only thought process was "how does a king make a joke out of those he wishes to conquer"
jevil zombie
basically
they can do anything
Veeheehee
Aaaaanything? 
That’s necrophilia
let's. not immediately jump to jokes like that please
good lord that escalated way too fast

Agreed
That was NOT my implications.
like as a curator: don't do that
Oh thank fuck I was the idiot
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--
You said anything, and usually people have less than wholesome implications so I jumped to conclusions
"If target is adjacent to an enemy unit, one adjacent unit takes 1 damage" or such.
another idea that came to mind was stealing tokens to some extent
That's true, but my mind was on overpowered things.
That’s fair
that would fuck up Carcass real bad ngl
The anticarcass
Same with Elue's new misty boys.
isn't that just beserk
And Wylderot's Swarmlings.
Yeah, but it's not a Splash (self) effect.
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.
I suppose it'd work well as a token they apply
I'm tryna think of disruptive playstyles
hrmgm
I'll get galvaniza done someday i swear
'Disruptive' is broad!
shuffling enemies, terrain nonsense, debuffs, making them hurt each other
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
debuffs also sound nice
Increasing difficulty
Debuffing, forced movement, ruining distances, all of it can be quite an annoyance together.
SOUL Abilities are just.... so rough when you're completely wrung out for more thematics
a taunt-esque ability sounds fun
Jesters have me thinking of jack-in-the-boxes now though.
each turn the unit it's applied to steps 1 towards said unit/forwards(forwards only)
sounds like a thrall design to me
Another disruption they could have would be getting -1D on attacks thrown at them, then maybe pop out and attack the next round.
One of those hunker-down-until-next-turn type effects.
Act: springloaded. On hit(3+), 1 damage and one push
On-hit would be based on the target's DF though.
Vitality is pretty powerful stuff.
Kinda like one-use SUPER armor.
Just nullifies any one damage you take.
Might be worth it for a thrall or four, make 'em a huge annoyance despite some low HP maybe.
I see it as extra hp
ye gotta be very selective with how u give vitality when making a house
like the only vit gain my house has requires a dead body to consume or 3 negative tokens to convert
2-3 HP probably, like how Wylderot's Corpseflies are numerous and extremely frail.
2 is a safe bet
Anything that's not a swarm from the beginning is a 1-HP unit that now requires an on-hit to get said vitality.
I dont see it as a thrall that you wanna play swarm tactics with
what is ur house theme again?
As of right now i'm doing a house with a disruptive playstyle focused on getting enemies into bad positions and forced movement
definitely may change, i'm gonna write this all down soon
meanwhile, at the local Mezogogues meeting Chimera sweep! We love giving vitality and calcification!
definitly add a vicious mockery ability
the idea for a jack in the box that taunts characters to go towards them and then hit them is fun
they wouldn't be very good jesters if they couldnt
that's where the taunt idea comes from really
do tell
an ability that basically if pulled toward this units makes them attack and redirect the damage back
ooooh
Slapstick Comedy
I LIKE IT
definitly not a thrall ability tho
Would it be too good for a thrall though?
maybe a horror or freak
Scion perhaps
Scion, yeah.
scion works too
Thrall could just be pull-and-hit, and maybe a defensive ability to keep themselves being an annoyance.
perhaps if it gets hit, it gains vitality the next turn?
you can still kill it, it'll just take a while
i'm still wondering if the taunt should just be a constant forced move or should force you to attack said target too
if u want some help designing them dont be afraid to keep asking this group
definitely keeping it in mind!
Troupador would be a cool name for the thralls
I'm gonna step away myself though, gonna eat and try to keep my mind on figuring out the lore of my own house.

good luck with your own houses!
Oh no it’s gamzee doing this isn’t it
You helped make Zeitlos right?
If you can't get to Eule to hand those over, I always can, Frawg.
Good god the vibes for that is amazing
And yes, Frawg is the owner of Zeitlos.
i am the creator >:3
I've had one Almost done for like a month and it's driving me a little nuts
I personally liked that old ability where you could use 4 morale/accolades to remain at 1 hp
but Eule made the accolades and sandgas tokens
i know it got retconned but damn that sounded badass
I just did the text-formating/clarification questions and idea assistance. Everything else is Frawg, and a touch of Eule.
it was too powerful but if it needs a buff than i know my go-to
You did a good job fr
my next planned house are weaboos
the idea of 2 of the same unit was also very interesting
did you go with the sakura samurai or the other idea
i cant quite remember the other one
Going pink, I take it?
the thralls are gonna be half people, half trees with swords in their stomachs
purple pink ye
i could start making them right now honestly
got no art to do right now
and alot of free time
people impaled by swords always make for a good design
Kiri is the Japanese representation of "Life Tree"
they are a purplish pink in bloom
Ahhh.
Good ideas, yee. If you get to the same stage you did before, I'll gladly do formating and questions again.
Wasn’t there a mechanic where they turn into trees?
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...
ye corpse trees
Nevermind, stayin' here. My food got nabbed and stored away. = 3=
basically the house is about self-maintenance and harvesting
since if you have too much overgrowth tokens the unit straight up dies
like a bonzai tree :3
Gotta nip those negative tokens too, like a bonzai, yes!
u benefit from being as close to the edge as possible
extra effects are based off the amount of overgrowth tokens?
ohh
figuring the special mechanic beforehand
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.
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?
That's my input on a Taunt mechanic.
hmmm
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."
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.
Oh wait, I think I get it
you mean have the units have effects that activate towards taunted enemies
like the step X
You can put more uses of Taunt if you make them easier to get rid of or of lesser effect.
Just across your units' abilities, not tying them to anything.
Ahhh
Like Step X (probably towards the LAST unit), or after each MOVE/ACT/step that unit takes, those are stackable options.
Stronger effects like MOVE + ACT (prob not forcing them into melee to ACT) would be a nonstackable way.
the step X might work as a part of a unit's kit
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
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
Why Start of the turn though? Is that for the applying unit, or the one who has to ACT?
Sounds like it'd be the end of the affected unit's turn.

I might just lean into what I was writing, though thinking of special mechanic is a new problem for me now.
Gladiator-like necromancer, hellhound chariot, Phoenix tyrant, ash-revived thralls/scions/hunters, with a focus on green Greek fire and ash.
oooooholy shit that sounds cool as hell
man i hope to finish Voidborne's necro and get art for them
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.
just to get into that playtest state
i wanna smash my blorbo house against other folks' blorbo houses
What's Voidborne's main gimmick?
token inversion
they have a unique token called Weird that acts as sort of a reverse mutation
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
Ooo, neat.
they also do hazard stuff
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
it's not quite refined yet. no real special mechanic outside of weird, but i like them conceptually
For me, I kinda want to have a blitzy, GG-like team that uses no Freak.
I might take a page out of Frawg's book and give my house a double of something
it's an interesting method to provide unit uniqueness
was thinkin Scion or Horror
Voidborne lack one?
"Allow me to introduce you to Lefty and Righty!"
yeah, couldn't wrap my head around designing one
One Scion has an axe, the other a hammer. 
Punch and Judy!!
voidborne's got
- interloper (thrall)
- astroscribe (freak)
- temporal shade (horror)
- lunar witch (hunter)
- yawning hunger (tyrant)
- voyager (necro)
One tanks by taunting aggressively while the other debuffs whatever's taunted
oooh, do you have a google doc for them all?
ye!
Do show
it's in the drive under wip houses
i need to revise the hunger and the necro is incomplete
missing act upgrades and soul abilities
cause uh. there's one morbillion of those
good god act upgrades and soul abilites are gonna be a piece of work
and i have yet to wrap my head around design conventions for Maleghast the way i have for Lancer
they are two very different things in the end
extremely
I would dig a Maleghast TTRPG ngl
an oft repeated sentiment!
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).
that feels
painful, ig?
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
Yeah, that's true.
maybe every unit generates a positive token at the beginning of their turn up until round four, where they have to be applied manually?
awesome might be able to share weaboo thrall in an hour or two
autogen/starts with
okay maybe that design space can work
thinking about it now, processing it in my mind
turning it over like a 3D hamburger
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
true
like one gains a ton of strength, but by say round 3 it all turns to weak
so you can choose whether you wanna go for the speedrun any% or play a slow, low risk game
start of round 3 like "holy fuck i gotta get rid of this strength rn"
personally i'd go for the big fuck-you blitz
its like the mirror-match of Deadsouls
i have changed my mind: i think that idea rules
Hah. The per-turn is a good idea tbh.
it gives you options
and everyone loves good options
besides the idea of undead ash going full blaze is an awesome visual
I was thinking the Horror hellhound-chariot gains Speed, the strongmen/strongdemons get the Strength, maybe some other ideas.
hell yeah
living statue tyrant
it'd be cool if it did the inverse
it gains all these negative tokens, but by a certain round it comes to life and all of them turn into positives
Had a Phoenix idea, though it might clash a bit with everything but the hellhound aesthetic outside fire-and-ash.
Three units of revived ash, and two fire-beasts.
oooooh
oooooh, kinda like the steeplewrack tyrant
like, maybe it's a wall until a certain round, then goes apeshit
I have not seen anything Steeplewreck except the Thralls but if it's like that I dig it!
Also kind of fits the gladiator side of things with both beasts and competitors having to serve this necromancer that beat them all.
Oh shit that does sound fun as hell
Yeah, those are gonna be nuts.
very excited for the birds
raven skulls are a staple i think for stuff like this
could do a salamander instead?
classic greek fire lizard
Ah, neat.
Oooh yeah yeah
Might be more tamable as well, pfft.
seems a little more monstrous than the noble/sacred phoenix
it progressively increases its heat but burns out after round 4
plus, you can get silly with the design. make it more canine to fit in
give em some nice chompers
or the reverse! has to heat up the ole engine before it rampages
Well, I already have the hellhound/ash-hound...
Oh yeah!
Maybe you could make that a house-specific buff
ye
Hmm... I keep thinking of the Thralls as mini Freaks somehow.
Ticks up by one and gives you [positive token] equal to the count, but after round 4 all positive tokens become the inverse
Just stoking other units' heat so they don't burn out.
very cool visual
Indeed
Kinda like a boxer's coach helping them out inbetween rounds
or the thrall could take the heat themselves
'Emberbearers' and looking like the Beheaded/player from Dead Cells is the placeholder in my head.
go out in a blaze of glory
thralls arent meant to live very long after all, so why not give em a death to remember
ooh, this concept sounds real interesting
boyo!
The real player model looks like smoke with a four-pointed star in it, but could just be an empty flame.
good ol' bobby...
plus it would fit for the gladitorial theme i think
Flamehead, toga, scrawny.
make it like the ammo goblin's self-splode
Yeah, was thinking of having them probably explode on death.
Or at least being hazardous.
maybe scorch the ground, turn it into a hazard?
Probably carrying their own alchemical fire or naphtha, or the magic they carry in their head being volitile.
naphtha?
It's like fuel.
Greek Fire has been speculated to maybe use the stuff, but no-one can recreate the ancient recipes.
Ooooh
Naphtha was a potential component, we just can't get the final result of Greek fire.
i still have the visual of old golden armor being animated by blazing ash from something you said before
so that's probably a factor as to why I imagine them all as fighters
and the whole gladitorial colosseum thingy
Yeah, the necromancer in my current lore ideas is basically an achieved fighter that got the colloseum-heading Devil's attention.
Their necromancy is in addition to their prowess.
i see
And that prowess now leads his newly-crispy oppponents to serve for him for a short time, when he wills it.
so he can just summon these mfs out of nowhere
Beats a dude, burns him to cinders alive or dead, uses the ash as necromancy.
oh dude it'd be funny if he carried them around in urns
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.
Kinda like cops?
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.
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
Weaker folk become Thralls, opponents in the ring make for Scions and Hunters, and hell/ash-hounds make for powerful Horror rides.
do you think they nicked Painwheels to use for the chariots
Ah, idea! If scions are bruisers, hunters could be other necromancers.
Hah, that'd be funny.
Spiked wheels with familiar, four-bolted skulls.
Goregrinders in the audience are reeling
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.
personally I think the Goregrinders would find it fucking sick
The wheels occasionally cackle when they realize they're racing someone. 
also, I can't not bring up the Juggernaut Star bike when the talk of using skeletons as wheels come up
Hah, siiiick.
They'd probably be pissed they didn't think of it first
Also I just realised the t-posing s k e l e t o n-
he must be having the time of his unlife
That, or the stiffness is driving him insane.
maybe
i'm assuming there isnt many of these exalted champs in the colosseum, or is there more than expected?
Like the necromancer of this house?
mhm
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.
This gibs me great ideas for the Kiri tyrant >:3
Ye that’s what I have in mind
A revival gimmick is testy waters
Maybe a glory system might fit better
Nah, this is lore, not mechanics.
A bit of power to keep the dead from being quite so dead and being reclaimed by the City.
Considering the number of units a necromancer is capable of, it might not be many they can keep 'jailed' for long periods.
i may have gotten a smidge too distracted
completely forgot bout my own house-
i'm gonna go start brainstorming for the thrall
If this becomes the basis for the tyrant, make a second version where all the swords are replaced with trimming scissors. 
it will have certain uses
i'm liking where this is going
is giving magic damage to a thrall a bad idea?
I dont see why it would be
So after a while wondering about the whole deal with the jesters
I think someone made an undead circus faction somewhere
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
Toys made from our enemies flesh
it cant be that out of place for kids in Anzenmezzeron
Besides it's a better fate than becoming a Host for some Gargamox
Yeah. This is this and that is that, you know?
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
That’s nice
ofc some are more evil than others but thats to be expected in the city
Tsujigiri confuses me
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
What does uhhh Tensei do
Oh ok
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)
ye still bare bones
ooo idea
Hey, sorry for asking, but where are you guys making this stuff? Is there a template somewhere?
here
There is! Though im away from my computer so
Ah there we go
Also working on a faction myself but its going slow lmao
I feel like it should be pinned if it isn’t already
isnt it?
it is
Check out the mezogogues
A faction made by yours truly
NOTE: THE CURRENT UNITS ARE SUBJECT TO CHANGE EXCLUDING TERRORSAIL MY BELOVED
Getting back on my puter to view the dinos…
Also chimera
Harakiri will be very annoying
Chimera is fine
i wanna keep it but am currently trying to find a way to make it not annoying
"i shoot and you di-"
"I KILL MYSELF FIRST"
true
Its essentially a deathburst and your enemies just dont get to use abilities on "reduce to 0 hp" and such
Any time on their turn might be more balanced
end of turn maybe?
Fixes most issues while being closest to what you wanted originally in practice
Overgrowth being counted as slow also means its discarded like slow
Just making sure if its intended
hmmmmm
it wasnt
kinda wanted them to be slower the more overgrowth they have
the more powerful they are, the more slower they are
Reduce move per ovegrowth?
Per instance of damage dealing
hmmmm
So if target has 2 vul and your attack is like
1, then 1
maybe some units that have multiple instances
this too much for a scion?
Vul and strength also stack
I suggest it being not a full repeat
I would suggest moving armor ignore to an upgrade
I think the amount of damageis a bigger concern here 🤔
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.
I mean why not just reduce it to only two instances of damage?
i had that idea first!!!
~~Taking credit for others’ ideas just as intended
~~
Why not both
I think monks are cool
But you can make it a ninja monk
^
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
interesting that a hunter has a melee ability that deals devil damage (and 3 no less)
that 3 devil damage does seem to be a bit much
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
maybe the movement can be majorly reduced might help?
its a hunter
i know, but im saying just looking at it
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
it is underway
shit got my designation mixed up
ah i see lol
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)
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?
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
forced step is a p neat mechanic tbf
It does disrupt positions pretty well
may have to give the whole concept a rework
the jester aesthetic remains though
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!!
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?
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
Ahh, so positioning isnt a problem, its more getting it to fit with what you already have
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
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
i'd considered that
is it too much? the tyrant's due for a rework, but i thought the scribe was in a good spot
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??
ic ic
in that case yeah he's fine
The tyrant pulls 5 total yeah?
or does the 2 instead turn into a 3
should be a max of 3
ahh i see
well of torment specifically needs a rework
Its very specific for sure
no synergy since VB don't just make corpses
You could make it absorb the weird from allies instead?
VB give allies weird a whole lot
that's a good idea!
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?
1 strength per ally you steal weird from?
i appreciate the help btw
One more thing, what was the original plan for Warp Space?
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
ooooh yeah yeah, true
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
warp space is kind of just a funny tool
exactly
"nice chop doc you have there, be a real shame if someone..."
"stole 'em"
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
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)
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
again, good luck with your house!
thanks again!
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.
The probably-not-even-undead-yet farmers probably wish they were a boss battle 
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.
bit broken in a sense
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
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.
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
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.
now, another question; does this mean this faction, due to having no necro, just has less units on the board than everybody else
But being able to do tricks like doom or isolate or just getting them alone and beating them down also works (rather than trying to murder the damned holy body or something)
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.
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.
might be hard to do since theres no way to unfurl a guy like that normally
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.
I'm looking for an eldritch horror homebrew faction. ring any bells?
WIP or complete?
wip, afaik
Ozmagaiath?
sounds r'ylehian enough
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
Even manages to fit the King's Court idea to some extent
Will probably tweak the flavour text a little bit afterwards
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
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?
ye im workin on one
So now what I have so far in my head is a move that creates hazards and a basic melee attack that pushes 1
Looks like a heresy unit between it and Gargamox ngl
it looks very sick ngl
Once again, tryna finish up the tags and mechanics before properly working on the units
whats this backstage stuff?
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
Backstage is a sort of isolation tool
The units can gain backstage in different ways
just be aware hat denying most acts may be frustrating to vs
gotta be selective
Might wanna decide to block out a specific tag
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?
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
Make ur units with no mouse mechanics than go over them to see how it can be implemented
So just think of basic abilities and stats for the units before thinking of mechanics?
ahhh ic
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
Only will ever be 1 devil damage but ye
If ya think it’s too powerful I’m open to ideas
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?
ahh ic ic
Instead of devil damage I could make it possible to inflict enemies with overgrowth
How does overgrowth affect enemies?
Similar to how it affects allies
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
Dunno if that’s too powerful or not
If I decide to allow it
Hence why I’m iffy
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
You could keep the slow ability and workshop the kill thing
Does this slow only apply to move only or step as well?
its an unremovable token that can. be applied to enemies but only truly benefits allies?
I dont see any application of it to enemies
As a reminder, slow tokens doesnt reduce movement by 1,they reduce it to 1
actually now that I think about it if the overgrowth affliction on enemies if seen as more of a bonus then yeah it works
like the occassional movement reduction
value reduction
Haven’t added anything of the sort, idle is just getting ahead of himself
Yea because it shouldnt be added outside of like
A 4 soul ability
Yep that’s why I decided against it
Igorri will be a good counter to Kiri
As they can just use the corpse trees like normal corpses
A single gunwight on its way to tzrn your shrine into a single bullet
Hehehehe
Wait
Gunwights can do that?
Haven’t played carcass since my first game
scavenge ammo upgrade allows them to eat an adjacent corpse to reload
Hehehehe ngl
instead of sacrificing a move
Eating trees is funny
That’s fine I think
Still need to figure out the tree oni
I could either have a moving shrine on a giant tyrants back or a tree oni with a big spike bat
mb
i may have forgotten the suggestion part
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!
Hmmmm
Gives me gothic vibes that I like
Like darkest dungeon
Also u have one too many unit choices
Yeah, I'm shooting for the enraged-mob-about-to-burn-the-manor-down type deal
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.
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
And I dunno bout the others but the images aren’t loading
Got dah poop icons
Ah, alas! Just a moment
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).
Probs give something directly to the bearer OR have the ability upgrades be worth it
I want to encourage the torch to be passed frequently, and so I'm currently hoping that by making the buffs stem not from the torch itself but from being near it, it'll encourage tossing it around between units as they get injured and as the player finds themself needing a different unit's frenzy effects.
Could always do what archive does
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.
Ooh, do tell
At the end of the torchbearers turn they can pass it to an adjacent unit
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.
_ _
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.
Hmm, maybe passing the torch in-round could be an effect of some abilities. A gimmic for the Freak, maybe a SOUL ability?
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)
_ _
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.
Maybe from a neighboring city who's fed up with dealing with all the undead screwing them over?
So they decide to oppose the source, the End of Death
It even feels like Darkest Dungeon
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.
#fantasyracism 
i'd like to see a functioning scythe wielder
can't wait to see what you come up with!
Oh my goodness I somehow almost didn't have a scythe wielder planned, it just wouldn't be right without one! The Horror shall be a reaper.
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).
Could also have a brand mechanic
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
Honestly i should have started off my thing like this
that's it i'm starting over but with a proper work ethic
So the hunter is planned to be the one unit your house dont have?
You were working on the fey circus type deal, aye? I'd keep what you have so far, but a small design doc is always helpful
This is my stab at making a house that's missing a necromancer. Instead, one unit at a time is the torchbearer, who counts as your necromancer for SOUL acts, you losing if they die, body blocking, and anything else that cares about necromancers.
I'm still working out the whole necromancer upgrades question.
I had too much ideas swirling around, because I started with something different in the beginning and now have ended with something else, so i've decided it'd be easier to start from scratch all over again
the jester/harlequin/pierrot aesthetic stays tho
Ah yeah fair, there's always so many things that could be done and sometimes it's best to restart for clarity.
What if you start off with alot of soul
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
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
They're meant to look friendly and wondrous to look at, but still have an eldritch sort of unnerving to em
design wise I got em, gameplay wise I first thought of position disruption by forcing movement with steps and the like
alongside taunting them to hit units just to be punished
that was back when it was JUST jesters in my head
i still like the forcing steps idea, like their performance is so perfect not even the dead can resist a closer look
I should go search up The King In Yellow for ideas
To be perfectly honest I'm referencing Frankenstein (1931) more than anything else, and I want SOUL for the mob's growing anger.
However, my other concept for a necro-less Mass was an adventuring party delving into the city, with each unit having their own SOUL abilities and upgrades, and I think that something like that would work excellently there if I go back to that after the mob!
ahh, my bad
assumed too much once again
you could simply give the torch it's own card, and put the soul abilities on it
maybe the torchbearer gets a special ACT ability
perhaps even the brand?
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.
That's probably the way to go. I want to keep the torch as a weak point of sorts, but tacking the upgrades onto it and its bearer is the cleanest, easiest way to make this all work, and it may be what I end up going for.
_ _
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 
That's a good idea! Making them turn on each other instead does sound pretty nice
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
You could call them the Castigators!
Purification by Torchlight
Ooh yeah hazards would work well, and forced movement into a few hazards (hazards as damage) would be solidly distinct from Garg's focus on spamming hazards everywhere (hazards as control)
Another neat idea a while back was to lure them towards the units to attack them and get punished for it( "interrupting the performance")
have them move towards the units as their forced move
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.
Sorry to interrupt but I need some critique on an idea
U know the whole corpse tree thing?
I was thinking to give a thing where they can use trees as portals
Like walking into a tree can allow them to teleport to another tree on the board
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.
Using a soul I don’t think is worth as corpse trees are easily destroyable or consumable by some factions
Plus it requires an allied units death
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).
All factions have 1 unit class missing so if you have no idea for a hunter, just take it out
Oh wait, a necromancerless house
Yea uhhhh
Aye, taking out the necromancer
Might go for a beekeeper (of some fucked up bees)
Like, with a bow?
Huh there isn't a single hunter with an actual bow in the base game is there
Since corpse trees can’t be created like Deadsouls does walls, I was thinking it might be a cool little thing
I made one... 
Hold up I might have something for ya
Fair enough, it's a neat way for them to offset their movement woes and worth giving a spin
Why not a flintlock rifleman
der we go
also i might rename the corpse trees to something in japanese mythology
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.
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?
Similar to Wildcaller from @ivory bane s house, a houndmaster can spawn hounds at the cost of his life or something like that
Nah, just for Kiri units, some units can’t even act without em
Torches and pitchforks won out, alas. Originally I was planning on the horror as actually having a knockoff thrall trait, giving two dogs for the price of one, but the scythe is neccesary
I want to keep complexity down overall--it's one unit, and it only gets one trait and two actions, so I want to keep special mechanics to a minimum.
rip doggo squad :v
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.
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.
Hmmmmmmm
I might have an idea
What if overgrowth doesn’t slay at the end of the round but just does it if you reach 4?
Immediately?
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?
Also, what type of unit is the Hitokiri?
(Also, if this is immediate, that seems like a good change--it means that you don't have an extra upkeep step each round)
I can’t remember what the typ was but it was the fast and agile 1
Downside is the bottleneck
Horror, fair
How so? In that it makes it impossible to react to units having 4 overgrowth, and so too dangerous?
There are last minute things that can push a unit over the threshold like corpse trees being made on death
And that can be problematic
Mayhaps too much to control
Ah, in that it'd be possible to have big chain reactions, fair enough
1 misstep may lose half ur units
That would be frustrating
What if unsheathe isn’t range
But instead melee
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.