A world in which humanity has met its end. A world in which everyone has died. A world in which nothing more can die. In which naught stirs but walking corpses.
The protagonists of Nechronica are the girls of this world unfortunate enough to possess hearts - the Dolls. To put it simply, it is a game in which the players become zombie girls and fight against other zombies.
The one who caused the dead to wake - the ruler of this shattered world - is the Necromancer. The Necromancer serves as both the master of the game and the archenemy. For it could be none other than the Necromancer who gave hearts to the Dolls. For in a world filled with mindless puppets, the Dolls - they alone whom possess wills of their own - are no more than toys. For the tragic comedy wrought by the foes sent against them is a delightful spectacle.
Since Dolls are already dead, they will find no rest when they are broken. The peace of death came to an end long ago, just as did the world itself.
As we have a cup of tea, beneath these skies as gray as lead- let us tell the tale of this long, long epilogue.
The original Rulebook (and other stuff) has been translated over here.
Action Points: These are consumed in battle as Dolls and Pawns alike undertake maneuvers.
Basic Parts: All the Parts that Dolls start off with at the beginning.
Battle Phase: The Dolls and the Necromancer will often be locked in violent struggles. Often occurs when the Dolls encounter the Undead and Savants deployed by the Necromancer.
Campaign: A succession of scenarios that link into each other, with the players usually retaining the same Doll for multiple adventures.
Character Sheet: The character sheet at the back of the book.
Check: A dice roll to decide if an Action is successful or not.
Class: There are six categories that determine the Class of the Doll. They can pick two choices, combining the fighting style of the Doll and gaining special abilities.
Count: A unit of time during the Combat Phase.
Doll: The Undead, controlled by the players, that are loved and toyed with by the Necromancer. They have the mind and memory of human beings. For the story of Nechronica, they are the protagonists.
Favor: A value that shows the appreciation the Necromancer has for the Dolls. Players can spend this to empower their Doll.
Fetters: The emotional attachments of the Dolls. A Doll filled with madness will become uncontrollable.
Horror: A powerful and aggressive Undead.
Legion: Undead without thoughts or feelings. Weak alone, but whom pose a danger in the large groups they are often found in.
Madness Points: These are gained when the Dolls witness the horror of the world and battle the cruel reality under the control of the Necromancer. When all Fetters are filled with Madness Points, the Dolls will fall out of the Player's control.
Madness: The results of what happens when a Fetter is filled with Madness. A Doll in this state is distorted in body and mind and will start to erode the control of the player.
Maneuver: Refers to the Skills and Abilities that all Dolls use in Battle. Battle Actions will be covered in the Combat Section.
Marker: Pieces deployed upon the Stage Map.
Mutant: People who have been artificially modified or radiated to adapt to the changing world.
NC: Abbreviation for Necromancer. They have the power to manipulate all the Undead apart from the Dolls. The GM of the RPG (in other words, yours truly)
Nechronica: The name of the game. The shortened version of the full title "Nechronica: The Long, Long Sequel.”
Necromancy: The technical term for the process that converts the dead into the Undead.
PL: Abbreviation for Player. People who are the guiding force behind their chosen Doll. They may possibly be the ones to smash the Necromancer's ambition.
Parts: Bits that make up the body of a character. Many of these parts have special functions. If a Doll or enemy has all their Parts destroyed, they can no longer act.
Phase: Part of a Session of Nechronica. Each session is divided into three Phases: Adventure Phase. Battle Phase and Ending Phase.
Position: The Personality of the Dolls are divided into six Positions. These indicate what type of personality is preferred.
Reinforcements: A value indicating how powerful a Doll's body has become. It includes weapons, biomechanical transplants, mechanization and more, giving the Doll far more power than it's normal body would.
Savant: Undead with personality, intelligence and madness. These differ from Dolls as Savants are indirectly or even directly manipulated Pawns of the Necromancer.
Scenario: A game session. The Necromancer has detailed a story and enemies to challenge the Dolls with.
Session: A game of Nechronica.
Sister: A fellow Doll. A group of Dolls are known as Sisters.
Skills: Special abilities granted by Class and Position.
Stage: This is the Battle Map.
Ten Sided Dice: The dice required for this game are ten sided.
Turn: The time unit in battle that usually consists of about 10 Counts.
Undead: After the extinction of humanity, the dead are still active and moving.
2049 - In the South American Andes, a new species of slime mold is discovered. It is hoped that this mold can be used in a computer (see: The Crawling Garden) 2055 - The completion of the Grand Unified Theory results in the first workable quantum computer. Performing millions of complex calculations per millisecond, humanity's technological progress seems hopeful. 2063 - A theoretical physicist announces the 'Ego Dimension Theory', a radical conclusion to the multiverse problem. Denounced because it was so religiously centric, he is dismissed. 2065 - The physicist that announced the EDT is murdered by an unknown group. 2076 - Desertification, rising sea levels and air pollution gives rise to a new agency monitored by the UN. It researches ways to deal with the negative effects. 2088 - The slime mold discovered in 2049 finally is integrated into the quantum computer. The computer is able to learn at an astounding rate. This prototype is constructed in various development labs around the world. 2091 - Local weather manipulation is a success. Meteorologists conclude that weather will become predictable within the next decade or so. 2099 - Nuclear power is now the leading source of energy, after oil wells have started to dry up nearly forty years back. Coastline facilities, however, are at risk of rising sea levels. 2100 - The Middle Eastern Water Wars begin. As desalinization plants are monopolized by governments, a revolt begins due to the lack of water. 2101 - The murderers of the EDT physicist are revealed to be a large European organization. They have been working with the stolen EDT and the Slime Mold Computer to create artificial consciousness, albeit unsuccessfully. 2103 - The Water Wars intensify as weather machines become practical. Constant rain on Middle Eastern cities cause increased dryness in other areas. 2109 - Southeast Asian countries have increased reports of people going missing. Of course, this is chalked up to organized crime, and is ultimately ignored. The Water Wars have spread to South America, and the deserts are beginning to overtake jungles. Suspecting that neighboring countries have stolen water via weather machine, tensions rise.
2118 - The conflict in South America explodes, literally. A limited nuclear exchange leaves large swaths of land contaminated by radiation. Refugees flee north. The fallout begins to spread. 2121 - After three years of increased radiation levels, the World Environmental Organization finally deploys swarms of nanobots, artificial bacteria and genetically altered insects made specifically to eat and process radioactive elements. 2123 - In an isolated learning experiment with the learning Slime Mold Computer (SMC), the computer inexplicably and suddenly becomes aware of the Ego Dimension Theory. It becomes obsessed with inventing theories that solve it. Scientists are baffled. 2130 - The undead appear. With slime mold replacing the neurons of the body, hordes of irradiated zombies emerge from the Andes and terrorize the cleanup operation in South America. 2131 - An Undead Panic. Doomsday cults claim they are right, and commit mass suicide. Riots, arsons and murders are rampant where the media craze spreads. 2132 - The 'MEL' doomsday cult posts an announcement on its webpage, claiming it has found a method to control the zombies. Minutes later, the site goes down. 2135 - Nuclear terrorism attack with ties to MEL simultaneously hits all major cities of the world. Maintaining diplomatic communication, the world leaders avoid an all-out exchange. 2136 - 'Endgame War' MEL leaders are found, brutally murdered by a third party. Drag marks indicate some of the bodies are gone. 2138 - With a significantly increased infant mortality rate, the human race begins a downward trend for the first time in forever. 2139 - Freshwater springs are no longer a thing, the contamination reaching so far into the earth's crust. The only available water is from water desalinization. 2140 - A new Nuclear Weapons Treaty is signed. This time, it forbids the production and possession of nuclear weapons. Superpowers must find a new method of enforcing their dominance. 2141 - Stolen data from the MEL cult and research in a black operations lab in Europe results in the publication 'Corpse Manipulation Techniques', essentially the earliest Necromancers. Scientific morals collapse completely. 2142 - The first 'Undead Weapons' are deployed onto the battlefield, a de-evolution to the days of massed lines of infantry. 2144 The Corpse Manipulation Techniques are leaked onto the internet. Undead armies, government-affiliated and otherwise, crop up all over the globe. The researchers affiliated with the original CMT create their own sovereignty in what is left of Australia, their leader a Necromancer. 2145 - Cloning is exploited. A healthy human body is cloned, then immediately killed to be fed to the growing armies of the undead. The UN is in tatters, the nations beginning to turn on each-other. 2146 - Thanks to the meticulous efforts of the Slime Mold Computer, the Ego Dimension Theory is finished. It is proven that it can be paired with nanotechnology to make a form of personality transition, or brain uploading. Large companies and governments launch the 'Personality Shelter Initiative', an effort to preserve the minds of the powerful.
2148 - Efforts continue to transfer a personality into an undead host. The experiment was successful, but the prototype escaped the lab whilst dealing great damage to lab equipment. 2151 - There are more undead than there are humans on the planet. Dying national leaders succeed in personality uploading into a slime mold computer. Personalities have the capacity to learn. May 7th, 2153 The undead arms race is becoming unstable. Entire countries have their civilian populations converted into undead soldiers. 2153 - The Sodom Incident. The CMT Enclave attempt to abuse the personality uploading method, resulting in multiple copies of the same person in the same area. Naturally, they murder everything and self-terminate. 2154 - The nuclear treaty is broken. A fusion depth charge creates an artificial tsunami that swamps Eastern coastlines. The cold undead war turns hot. 2155 - Europe is in turmoil as mutant insect weapons turn the surface into a barren wasteland. Weather weapons set to 'blizzard', originally meant to deal with the insect threat, literally snowballs and sends Europe into a new ice age. 2156 - Finally, the world ends. The 'Launch All Missiles' button is pressed, and the world plunges into an extended nuclear winter. The undead, unafflicted by the cold, continue their wars. 2161 - Necromancers assess the damage, and conclude that 98-100% of humanity has perished. The destruction of civilization is complete. The only living things are those that have been designed to last the End, and those that are frozen. 2182 - Nuclear winter turns into eternal spring. Necromancers, without a human to report to, wander aimlessly across the earth. The temperature rises, and the barren cold wasteland turns into a slightly less barren, killer plant and insect infested wasteland. 21?? - The Final War. Necromancers, clinging onto their last beliefs, begin a final war of the undead. This war takes its toll, and the few surviving Necromancers are left to roam the desolate planet. The only thing left are the mutated, the dead, and the undead. 22?? - Your story starts here.
You can read more about the setting over at the website located above.
~THE MECHANICS~
Here will be described the modified various mechanics that are featured in this version of Nechronica.
Checks are a rule used frequently during the session. A Check is made when a Doll (or an enemy) performs an action to determine how successful they are. Of course, for things like just walking, noticing a diary on the ground right in front of them, or talking to their sisters, there's no need to make a Check. Checks are for when the possibility of success is uncertain. Taking an action without alerting a nearby zombie, giving words of encouragement to one's sister whose heart has broken, or taking aim at approaching enemy Undead with a gun... it's actions like these a Doll will need to make checks for.
Making a Check essentially refers to rolling a single ten-sided die. If the result is 5 or less, it's a failure. Whereas six or greater is a success. For some Checks, modifiers may be added or subtracted from the die roll. In these cases, the modified die roll is known as the Check Result.
If the Check Result is 1 or lower, a Critical Failure results (modifiers may cause the Check Result to drop to 0 or below.) This refers to a result more disastrous than a mere failure. Conversely, if the Check Result is greater than 11, it's a Critical Success. This represents a success more impressive than could be expected.
Depending on the situation, there are many kinds of Checks that may be performed. For further details, please refer to the rules pertaining to each of those situations.
To avoid failing important tasks, it is possible for a Doll to reroll a Check by taking a Madness Point upon a Fetter of her choice (explained further in the next section.)
Action Checks During the Adventure Phase and the End Phase, actions generally take the form of Checks.
To perform actions secretly, notice something hidden, and land safely when jumping from a high place are some examples of actions where the determination of the Doll herself would not guarantee success. The Necromancer should have the players roll Checks for these actions (please don't do it yourself.)
If there are Parts or Fragments of Memory that would be of assistance, with the Necromancer's permission they may be used to roll up to 3 bonus dice (for a total of 4.) Skills cannot be used. In the event that bonus dice are added, the action will be successful as long as one success was rolled.
However, if all of the die rolls are failures and any of the Check Results are 1 or lower, a Critical Failure results. If a Part was used to assist in the Check, that Part is almost certain to be damaged (using multiple Parts means they are all damaged.)
Parts used to assist Checks may be either Basic or Reinforce Parts. For instance, on a Check related to Knowledge the 'Brain' might be used, or on a check related to vision the 'Eyeballs' might be used. It's the players' choice. As long as the Parts in question are not damaged, they may be used to add a bonus die.
The Necromancer may add a modifier to Action Checks based on his judgement of the action's difficulty. This will affect the probability of success drastically.
PREPARING FOR COMBAT Combat takes place atop a symbolic map called the "Stage of Battle." This map is divided into five Areas (Eden, Elysium, Limbo, Hades, Tartarus).
The Players should deploy their Dolls in the Area that they decided upon at the time of character creation. (They can only deploy at Eden, Elysium or Limbo. Conversely, enemies can only deply at Limbo, Hades and Tartarus).
Afterwards, the Necromancer should specify the Victory Condition to the players.
THE FLOW OF COMBAT Combat is divided into units of time known as Turns. One Turn represents about ten seconds of time within the setting.
Likewise, Turns are themselves divided into units of time known as Count. Count, in combination with Action Points, determine the order in which the participants of the combat act. The participant with the highest Maximum Action Points is typically the first to act. The current Count will decrease by 1 at the Necromancer's command, eventually reaching zero. The markers to the right of the Stage of Battle should be managed in accordance with all Actions taken. As one's current Action Points change, their marker should be moved to the box representing their current Action Points.
At the beginning of the first turn, each combat participant's Action Points will be the same as their Maximum Action Points.
The Count will then decrease as the participants take action.
When the Count reaches 0, the Turn is over. At this time, all of the Players must take a Madness Point upon a Fetter of their choice.
At the beginning of the next Turn, all of the participants recover Action Points equal to their Maximum Action Points. However, be careful when deciding how many Action Points to recover.
It is possible that Parts which increase one's Maximum Action Points may have been damaged. If this is the case, the amount of Action Points one can recover is likewise different.
For example, if a Doll with 10 Maximum Action Points ends the Turn at -2 Action Points, she will recover 10 Action Points and start with 8 in the next Turn. However, if her Brain and Eyeballs were damaged, she won't recover the full ten Action Points and will start with less than 7.
After all participants in combat have recovered their Action Points, if they were not already defeated, the new Turn begins. Until one side of the battle either escapes or is defeated, the procedure above repeats itself.
A human survivor named Redd is fighting a Hound.
Redd has 8 Max AP with a Shotgun that costs 5 AP to use. Meanwhile, Hound has 7 Max AP and has Saberteeth that costs 3 AP to use. (The 'health' part will be explained later)
The Count begins at 8 since Redd has the most AP in the fight. Also, Redd goes first and fires his shotgun at the Hound. Now his AP is 3.
The shot misses and the Count goes at 7. The Hound has 7 AP so that means it goes next and uses Saberteeth against Redd. Now its AP is 4.
The Count goes to 6 but since there's no one in the fight who currently has 6 AP, the Count goes to 5, then to 4. The Hound goes again since its AP is 4 and uses Saberteeth against Redd. Now its AP is 1.
Both attacks miss and the Count goes to 3. Redd has 3 AP and fires his shotgun. Now his AP is -2.
The shot misses again and the Count goes to 2 then to 1. It's the Hound's turn and uses Saberteeth against Redd. Its AP is now -2.
The Turn ends and both Redd and the Hound recover their AP. Redd's Max AP is 8 so he recovers 8 AP (-2 + 8 = 6) and has 6 AP this Turn. The Hound's Max AP is 7 so it recovers 7 AP (-2 + 7 = 5) and has 5 AP this Turn.
Maximum Action Points Even if one's Maximum Action Points decrease, their Current Action Points do not. Therefore, take note that one's Current Action Points will not be decreased by taking damage.
ACTIONS When the Count is equal to a combat participant's Current Action Points, they can use Maneuvers with a Timing of "Action."
Alternately, if they do not wish to use a Maneuver, they can declare that they wish to wait. Waiting results in their Action Points decreasing by 1.
If they declare that they will use a Maneuver, their Action Points immediately decrease by the Cost of that Maneuver.
When the Count decreases to their new Action Points, they can use that Maneuver a second time. However, it is possible the Maneuver may become unusable if the Part that enables it is damaged. Be careful.
Maneuvers with "Check", "Damage" or "Rapid" timing can be used regardless of one's current Action Points or the current Count if their other requirements are met ("Rapid" Maneuvers must be declared in response to an Action.) However, Maneuvers with these Timings can be used only one time each Turn.
One can use a Maneuver even if paying its Cost would send their Action Points to zero or less. However, be careful of going into negative Action Points. When one's Action Points are zero or less, they can use no Maneuvers except for those with Timing "Auto."
For example, if at Count 2 a Doll uses a Maneuver with a Cost of 4, their Action Points will now be at -2. As their Action Points are zero or less, until the next Turn, they can only use Maneuvers with Timing "Auto."
Costs Costs are paid at the time the use of a Maneuver is declared. If that Maneuver is negated by a Rapid Maneuver, its Cost is paid nonetheless.
COUNT PROCESSING It is not uncommon that during combat, allies and enemies will have the same number of Action Points and act during the same Count.
Actions that occur on the same Count are treated as if they occurred simultaneously.
For example, if a Movement Maneuver and an Attack Maneuver are used at the same time, the target is assumed to have not yet moved from their original Area. However, if made using a Maneuver with the Timing "Check" or "Rapid", the movement will take place before the attack.
When Actions take place during the same Count, the Necromancer should declare theirs first.
If the Necromancer's Attacks result in Parts being destroyed, Dolls acting on the same Count can still use Maneuvers dependent upon these Parts (but cannot use the Parts to to pay Costs and such.)
However, Maneuvers with the timing "Check" or "Rapid" are considered to pre-empt these simultaneous actions. If an Attack with the timing "Check" or "Rapid" destroys a Part, a Maneuver using that Part cannot be made during the same Count. When made at the same time, even if a "Check", "Damage" or "Rapid" maneuver causes one's Action Points to decrease, an Action Maneuver can be made during that Count.
However, if one's current Action Points fall to zero or less, they cannot perform any simultaneous maneuvers.
Combat participants may perform multiple "Check", "Damage" and "Rapid" maneuvers at the same time. To give an absurd example, a Doll could use their Forearm to support a Check, while simultaneously hindering it with their Foot (though doing so would be meaningless.)
Likewise, multiple combat participants may perform "Check", "Damage" and "Rapid" maneuvers in response to the same action.
A human survivor named Greene is fighting an Undead Sniper.
Both fighters have 3 Max AP and is armed with a Sniper Rifle that costs 3 AP to use.
The Count starts at 3 and since both fighters' AP is 3, they both fire at each other at the same time. Even if Greene destroys the Undead Sniper's Sniper Rifle (because it's a Part), the latter will have already fired the weapon and may have damaged Greene.
However, if Greene's Attack Maneuver with the Sniper Rifle has the 'Rapid' timing, he would have destroyed the Sniper Rifle and the Undead Sniper cannot attack back.
Basically, when several characters' Counts are the same, they all move at the same time.
ATTACK CHECKS These Checks are performed when an Attack Maneuver is used. Perform a Check to determine which location the attack hits, and look up the result on the list below.
1 or Lower - Critical Failure (The attacker chooses an ally in the same Area as the target, and hits them in a Location of their choice) 2-5 - Failure 6 - The target chooses which Location is hit (it cannot be one in which all Parts are damaged) 7 - Legs (if all Parts are already damaged, the attacker chooses another Location) 8 - Torso (if all Parts are already damaged, the attacker chooses another Location) 9 - Arms (if all Parts are already damaged, the attacker chooses another Location) 10 - Head (if all Parts are already damaged, the attacker chooses another Location) 11 or Higher - Critical Success (the attacker hits a Location of their choice and does bonus damage equal to the Check Result - 10 [Ex: Rolled a 12 so 12 - 10 = 2 Bonus Damage])
Basically, if the Check Result is 6 or higher, it will hit a Location in accordance with the result, and do damage in accordance with the Maneuver.
In the case of a Critical Failure, the attack will hit an ally in the same area as the target (if the attack was an Area Attack, that property is lost.)
DAMAGE When an Attack is made, it causes damage to a Location such as the Head, Arms, Torso or Legs. The Location which took damage has an number of Parts equal to the amount of taken damage become damaged.
Unless Recovered during the End Phase (explained later), the effects of these damaged Parts is lost. Maneuvers that they enable cannot be used. And Parts that have been damaged cannot be damaged again.
If all of the Parts in a Location hit by an attack are already damaged, the attacker may choose from among the remaining Locations.
However, if an attack has more damage than there are Parts in the Location, the excess damage will not carry over to other Parts in another Location. They will simply be lost.
If all of a Doll's Parts in all her Locations are damaged, she cannot participate in combat until she recovers.
A human survivor named Bleu is fighting a completely plain and docile Savant.
Bleu has a Bear Gun that has Shooting Attack 3.
If Bleu rolls a 10, he will hit the Savant's Head location and since the damage of the Bear Gun is 3, there are 3 Parts that must be damaged. Thus, the Savant's Brain, Eyes and Jaw will all be damaged.
If something gives the Savant a Defend 1, she can reduce the damage incoming by 1 and reduce the attack on her to 2. Thus, only 2 parts will be damaged on her Head (Parts will be decided by the GM).
Should Bleu hit the Head Location again while there is still a Part there, that Part will be damaged but the remaining 2 points of damage from his Bear Gun will be lost.
DISMEMBERMENT CHECKS There are Attacks capable of cutting parts off of a body without damaging them.
The target of these attacks must make a "Dismemberment Check."
If this check is failed, all Parts in the Location hit are damaged without regard to the numerical quantity of damage received.
Type of Enemies However, this rule differs when fighting enemies such as Legions and Horrors. Explosive and Area Attacks are also treated differently.
Since Legions and Horrors do not have Locations, effects like Explosive and Dismemberment simply do double damage against them.
A human survivor named Bleu is fighting 5 Zombies, a Horror and a plain Savant. All docile.
Bleu has a Chainsaw which has Melee Attack 2 + Dismember
Bleu attacks the Zombie Legion and rolls a 7. Since Zombies don't have Locations, the Dismemberment effect of the Chainsaw simply doubles the damage. Thus, Bleu will inflict 4 Damage against the Zombies (killing 4 of them).
Bleu then attacks the Horror and rolls an 8. Since Horrors also don't have Locations, the same thing happens and Bleu will inflict 4 Damage against the Horror (destroying 4 of its Parts).
Bleu then attacks the plain Savant and rolls a 9. Bleu will hit the Savant's Arms location and the Savant must roll a Dismemberment Check. If she fails, all the Parts she has in the Arms location are damaged. If she succeeds, only 2 of her Arms Parts will be damaged.
_____ Attack X - Make an Attack Check against a target within range. The area it hits takes X points of damage.
Unarmed Attack - Hand-to-hand attacks made with one's own body.
Melee Attack - Attacks made using blades or blunt weapons.
Shooting Attack - Long-ranged attacks generally made with firearms.
Blast Attack - Large-scale attacks made using explosives or cannons.
Move X - On the battle map, move the target within range by "X" Areas. Declare the [target of the movement], the [target's original position], and the [direction of movement]. (For example, declare in the format of "[Corpse Sorority] moves from [Limbo] in the direction of [Tartarus].") A target within range can move towards Eden or Tartarus by up to X Areas. Normally, with "Hinder Move" applied, the target moves the adjusted movement value in the declared direction.
Support X - A target within range adds +X to the result of a die roll.
Hinder X - A target within range takes a penalty of -X from the result of a die roll.
Defend X - A target within range takes a penalty of -X from damage they have just taken (to a minumum of 0.) If the damage of an Attack is reduced to 0, and it possessed the special effects Dismember or Explosive, these effects are nullified.
Hinder Move X - A target within range executing a Movement Maneuver has its range reduced by -X (to a minimum of 0.)
Stagger - A target within range takes a penalty of -2 from their current Action Points. If written in the format "Attack X + Stagger", the effect does not occur unless the attack hits.
Dismember - Always written as "_____ Attack X + Dismember". If the attack hits, the target must make a Dismemberment Check. If the Dismemberment Check is failed, all of the parts in the Location that was hit are damaged. However, if Defend or similar effects negate the damage of the attack, its "Dismember" effect is lost.
Explosive - Always written as "_____ Attack X + Explosive". When the damage is applied, the target chooses an adjacent location to the damaged location, and it takes the same amount of damage (Locations are adjacent in the order of "Head - Arms - Torso - Legs"). If the attack hit "Head", you can only choose "Arms", and if the attack hit "Legs", you can only choose "Torso". If all of one adjacent location's Parts are damaged, you must choose the other adjacent location. If all adjacent locations are completely damaged, "Explosive" loses its effect. (Note: Explosive's effect takes place after the "Damage" Timing, and does not create another. If Defend or similar effects negate the initial damage of the attack, its "Explosive" effect is lost.)
Area Attack - Always written as "_____ Attack X + Area Attack". If this attack hits the target, then all entities in the same area as the target are hit and affected with the same Check result, damage, and added effects. Unless stated otherwise, this includes the attacker or allies. Also, on a critical failure, remove the "Area Attack" effect and resolve as a normal critical failure.
Chain Attack - Always written as "_____ Attack X + Chain Attack X". If the attack hits, after the damage has been applied, the same attack may be made again (it is not necessarily to pay an additional Cost for Chain Attacks.) The X specifies the number of additional attacks that may be made so long as they continue to succeed. The target of an additional attack does not need to be the same as the target of the prior attack.
A human survivor named Bleu is fighting a Horror.
He is armed with Twin Pistols which has Shooting Attack 2 + Chain Attack 1
If he rolls and hits, he can roll again to hit the Horror again. If it's 'Chain Attack 2', Bleu can roll one more time to hit the Horror.
Auto - Takes effect simultaneously with the declaration of its use. Automatically successful if the conditions for use are satisfied. Generally, these Maneuvers have no Cost, and are usable during the Adventure Phase and End Phase as well.
Action - Combatants who can act this Count declare one Action maneuver each. The Necromancer declares first, and then the players. Any target(s) of the declared Action maneuver must be legal now to declare a Rapid, Check or Damage Maneuver if they can. Pay the cost at declaration. If, after declaring an Action maneuver, you remain in the same Count, you may declare another Action maneuver.
Rapid - Declare any Rapid maneuvers (against legal targets) without regard to the current Count. Maneuvers with this timing can only be used once per Turn unless indicated otherwise.
A human survivor named Redd is fighting a Horror.
Redd's max AP is 7 while the Horror's max AP is 10. However, Redd has a Skill that allows him to attack with a 'Rapid' timing.
Redd can use that Skill to go first and attack the Horror, paying the combined AP cost for the Attack and the Skill. He can't use that Skill again for the rest of the Turn.
Check - Usable during the Battle Phase when anyone within range makes a Check (after they roll the dice.). Pay any costs for maneuvers and apply effects immediately as they are declared. Maneuvers with this timing can only be used once per Turn unless indicated otherwise.
If the check's result remains a succeeding number, then the check is a success. If the attack would do damage, then move to Damage Timing.
Damage - Usable during the Battle Phase whenever a target within range on the Field of Battle takes damage. Pay any costs for maneuvers and apply effects immediately as they are declared. Maneuvers with this timing can only be used once per Turn unless indicated otherwise.
If any damage remains, apply the damage and any additional effects the attack may have. If, after the Damage Timing, the attack did no damage to a combatant, then its effects do not apply to that combatant.
The girls who awoke within this ruined world, possessed of their own memories and wills, are constantly tormented by madness. Their Fetters become twisted, and so the Dolls are driven insane. The list below describes some of the events within the game which may result in gaining Madness Points.
Taking a Madness Point to reroll a die
Failing a Madness Check
At the end of each round during the Battle Phase
Losing the target of a Fetter (usually a Treasure)
As the cost of a Maneuver
MADNESS AND BROKEN HEARTS Each Fetter can hold up to a maximum of 4 Madness Points. If any Fetter reaches its limit of 4 Points, the Doll enters a state of Madness. This state continues until the number of Madness Points upon that Fetter is reduced to 3 or less.
At the time Madness arises, various effects will begin occurring depending on the Fetter causing it. Please see the Fetter Table in the "Doll Creation" section for more details.
If all of a Doll's Fetters accumulate 4 Madness Points, and they receive additional Madness Points which they are unable to hold, that Doll enters a Broken-Hearted state. The sisters of a Doll who is Broken-Hearted cannot make Conversation Checks targeted at her (though she can still make checks targeted at them.)
If all of the sisters become Broken-Hearted, the Session immediately comes to an end. Skip directly to the Ending in the End Phase. Additionally, these Dolls cannot be used again in future Sessions.
Those sisters are now no more than mad corpses who wander the world. To the Necromancers, they are beloved dolls no longer, but merely pieces in the game played by them. If they are lucky (or perhaps unlucky), in future Sessions with other Dolls, the mad Dolls may appear once more as enemies...
THE DESCENT INTO MADNESS Taking Madness Points to Reroll If not in a Broken-Hearted state, a Doll may take one Madness Point upon a Fetter of her choice to reroll a Check. If there were Skills or other modifiers affecting this Check, apply them likewise to the new roll.
If the second roll is a failure as well... she's welcome to reroll as many times as they want. However, if she does so, she must apply all Madness Points taken to the same Fetter. If that Fetter enters a state of Madness, she cannot reroll again.
Additionally, Conversation Checks and Madness Checks cannot be rerolled.
Madness Checks When Dolls are witness to a horrifying spectacle or realizations, the Necromancer can tell them to roll a Madness Check.
Madness Checks are much the same as other Checks, but one cannot take a Madness Point to reroll them. Additionally, during the Battle Phase, Support or Hinder Maneuvers cannot be used to affect the roll.
If a Doll fails the Check, they take one Madness Point upon a Fetter of the player's choice. However, they cannot choose a Fetter if it is already in a state of Madness.
Depending on the situation, the Necromancer may choose to apply a modifier to the Madness Check, much as can be done with Action Checks. For instance, those witnessing a horror they have experienced in past sessions may have an advantage against it. On the other hand, if one has just discovered information more dreadful than she could possibly imagine, it may be more likely to drive her mad.
When a Critical Success is rolled on a Madness Check, if that Doll's sisters are also rolling Madness Checks, she may reassure tham and allow them to add a modifier of her own Check Result - 10 to their die rolls. However, if a Critical Failure is rolled, in addition to taking a Madness Point the Doll must damage a Basic Part of her choice. Consider this a self-injury inflicted in her panic.
Turns of Combat Each time a round ends during the Battle Phase, participating dolls take one Madness Point. Note that if the Dolls fulfill the Victory Condition, the present Turn is not considered to have ended and they do not take any additional Madness Points.
Losing the Target of a Fetter When people lose something they feel strongly towards, they cannot remain calm. Dolls have hearts just as people do. That is why when they lose the targets of their Fetters, their hold upon their sanity slips.
If the target of a Fetter is lost, that Fetter takes a Madness Point. However, if the Doll is already in a Broken-Hearted state, it does not.
Note that even if the target of a Fetter disappears, the Fetter itself will not. For as long as the Doll remembers their memories with that person, she will remain within her heart. Madness will only set upon the Doll if the target is completely destroyed and they will never have an opportunity to meet again.
Furthermore, Fetters towards one's Treasures may generate additional Madness Points.
FIGHTING AGAINST MADNESS Conversation Checks These are checks that may be performed during any Phase, as the result of a Maneuver or at the Necromancer's discretion. In order to maintain their sanity, it is essential that someone (or perhaps something) is present for the Dolls to hold conversations with.
If a Check of this type is successful, a Doll may remove some of the madness she has accumulated.
Conversation Checks may be performed during the Adventure Phase or End Phase towards other Dolls (or perhaps Savants or Necromancers), so long as the Necromancer permits. However, a Treasure or someone in a Broken-Hearted state may not be chosen as the target. Broken-Hearted Dolls may still perform Conversation Checks of their own towards targets who are not Broken-Hearted.
Prior to making the Check, the Player and Necromancer must confirm that the total Madness Points removed during this Phase does not exceed the number of Fragments of Memory recovered. If with this Conversation Check, the Madness Points removed would exceed the number of Fragments of Memory recovered, the Check may not be made.
The Check is made in the same fashion as an Action Check, with a success allowing one Madness Point to be removed from the Fetter towards the target. One cannot take a Madness Point to reroll them, nor can Support or Hinder Maneuvers be used to affect the roll. Conversation Checks can only be performed during the Battle Phase as the result of a Maneuver. If the Players hold a particularly lively or emotional conversation, the Necromancer may award them a modifier of +1~3 to the Conversation Check. This is to encourage the Players to have their Dolls engage in vivid Dialogue. The Necromancers should give generous bonuses to Players when they roleplay excellently.
When a Critical Failure occurs on a conversation check, something special happens. After rolling a ten-sided die, consult the Fetter Table and change your relationship towards the target of the Conversation Check to the type of Fetter you rolled. You cannot change or reroll the result of this die. Thus, someone you once thought of as a friend may suddenly become the target of your hatred.
Likewise, if you score a Critical Success on a Conversation Check, you may roll to change the Fetter type if you wish (it's fine if you don't want to.) If you would like to change your relationship, this effect may be desirable..
Conversation Checks are one of the few ways to remove Madness Points. During each Phase, one should perform as many Conversation Checks as they can and remove Madness Points up to the limit their Fragments of Memory allow. However, if you have no Madness Points left, there's no need to make Conversation Checks.
Fragments of Memory All Dolls begin with two Fragments of Memory.
During a Session, they may acquire additional Fragments of Memory during the Adventure and End Phases. They may recover these when they explore places related to their past or do things related to their past.
The number of Fragments of Memory a Doll possesses is the upper limit to the number of Madness Points they may remove during each Phase. To acquire Fragments of Memory, Dolls should fulfill their Karma and acquire Favor Points. During the Session, Players are encouraged to actively search for their past.
The maximum number of Fragments of Memory a Doll can possess is 6. It is possible to recover Fragments of Memory beyond this, but they will not affect the amount of Madness Points that can be removed during each Phase. Please record having seven Fragments of Memory and beyond merely as a note in the Doll's background.
Treasures Upon creation, all Dolls possess a single Treasure. These are beautiful, memorable, or important things that Dolls find as they wander the world. As Sessions occur, Dolls may come to acquire additional Treasures.
During the Adventure Phase or End Phase, if one explains their reasons to the Necromancer and he permits it, one may keep an object they have found as a Treasure. They should place it in a Location of their choice as a Part. (Don't expect me to be generous, though~!)
However, since Treasures are treated like other Parts, they can take damage and be destroyed. If a Treasure is destroyed, the target of the Fetter has been lost, and the Doll takes a Madness Point upon their "Dependent on Treasure" Fetter.
Treasures are not considered to be either Basic Parts or Reinforcement Parts. For that reason, they cannot be recovered during the End Phase.
On the upside, when one has Treasures, at the end of the Battle Phase, they may remove one Madness Point from a Fetter of their choice for each undamaged Treasure they have. In particular, this is necessary to remove Madness upon the "Dependent on Treasure" Fetter, which cannot be removed by other means.
However, one may not recover from Madness Points in excess of the number of Fragments of Memory they possess. If one has already used Maneuvers to remove Madness Points during the Battle Phase, these count towards the same limit.
The fate of their Treasures decides whether a Doll will succumb to despair or be saved from it. Take care not to acquire too many Treasures and to protect them.
Recovering with Favor Points From the end of a Session until the beginning of the next one, you may spend 4 Favor Points to remove a single Madness Points.
Maneuvers Certain Maneuvers may inflict Madness Points as a Cost or remove them as its effect. For a detailed explanation, please see the previous section on Maneuvers.
~THE DOLLS~
FRAGMENTS OF MEMORY Though Dolls have lost most of their memories of their previous life, they have not lost them all. Just a few memories of their previous life remain. These meager scraps are thus known as "Fragments of Memory."
Dolls possess but two of these "Fragments of Memory" when they are newly awakened and will likely acquire more in their journey.
These are the foundation of your Doll. They are the patches that hold the heart of your Doll together.
Dolls' Memories The Dolls know of the existence of the art of necromancy, and realize that they themselves are undead. They are also able to guess that the Necromancers animated them.
SKILLS Positions and Classes are not mere labels. The Dolls themselves can learn and acquire abilities that are not dependent on their body parts. These abilities are known as Skills.
Please select one Skill to learn from your Position, two from your Main Class, and one from your Sub Class. However, you may not learn the same skill twice.
For an explanation of what the Skills are, please consult the pages for each Position and Class.
Only Dolls which have chosen the same Class as their Main and Sub Classes may acquire that Class's "Special Skill." This Skill is the unique ability of Dolls who have specialized in that Class.
The Function of Skills For a detailed explanation of Skills, please refer to the description of Maneuvers in the "Doll Parts" section. You are welcome to select Skills based upon the mental image they evoke.
POSITIONS Dolls do not wander the world on their own; they have sisters with them. Amongst their fellow sisters, each of the Dolls fills a spiritual role- this is known as their Position.
From the six positions below, please select a Position appropriate for your Doll. You may base this upon your own personality. But please also discuss this with the other players and try to avoid overlap. (They're links but I'll see if I can add them in without making this post ugly.)
(Skills with 'Dance of Distortion' are not included because that's DLC)
Alice: Akin to people, akin to girls, their warmth inspires their sisters. Automaton: Combat Dolls who have suppressed their selves in order to avoid suffering. Court: Tactical Dolls who analyze the situation calmly and make sound decisions. Holic: Irregulars whose egotistical desires have driven them to madness. Junk: Veteran Dolls who have given up countless things, yet refuse to let go of it all. Sorority: Natural leaders who bring together their sisters' hearts and strength.
Sisters Dolls generally don't awaken just by themselves. Those Dolls that awaken in the same place and at the same time as them are their sisters. As a Doll left alone would not be able to keep her sanity for long, this is the greatest blessing the Necromancers have given them.
However, perhaps the true reason for it is merely to prolong the amusement that they bring.
CLASS Undead are created with a variety of types of armament.
In order that they may oppose the Undead, Dolls themselves are given reinforcements. The seven trends in the manner in which Dolls are reinforced are known as Classes.
Dolls must choose two classes; a Main Class which determines their combat style, and a Sub Class which strongly influences it. These can both be the same Class. If you choose two different Classes, please be sure to decide which one is the Main Class.
In addition, try to select a different Main Class from the other players to broaden the tactics used in a session. (Look! Even more links!)
(Skills with 'Dance of Distortion' are not included because that's DLC)
Baroque: Bizarre girls whose bodies are twisted by mutatations. Gothic: Predators who engage in the heresy of cannibalism. Requiem: Gun-using Dolls who are dedicated to ranged combat. Romanesque: Rotting princesses who dance with unparalleled grace. Stacy: Dedicated and immortal, these girls are stout defenders. Thanatos: Goddesses of the battlefield who excel at close combat.
REINFORCEMENT POINTS Classes possess point values divided among "Armaments", "Mutations", and "Enhancements." These are Reinforcement Points, and determine which manner of special Parts can be used to reinforce a Doll's body. Explained below are the various categories of Reinforcement Points.
(Ones with 'Dance of Distortion' are not included because that's DLC)
Armaments: Weapons, guns and other offensive equipment. Frequently attached to the arms. Enhancements: Mechanical parts attached to the body, often made of metal or plastic. Mutations: Special bodily organs. They warp one's appearance, but possess great power.
First, add up the Reinforcement Points from your Main Class and Sub Class. Then add a single point to a category of your choice.
You now know your Doll's Reinforcement Points. A newly created Doll should have a total of 5 Reinforcement Points.
REINFORCEMENT PARTS After determining your Reinforcement Points, you may select Reinforcement Parts.
Parts refer to pieces of a Doll's body. Prior to this step of creation, Dolls have three parts in each of their Head, Arms, Torso and Legs - a total of 12 (These are already inside the Character Sheet). These are their Basic Parts. Reinforcement Parts are special Parts that can be acquired in addition to these.
The maximum number of Reinforcement Parts that can be acquired is equal to a Doll's Reinforcement Points. Thus, a new character can acquire up to 5 of them (possibly 6~7 if they've chosen the appropriate Skills.)
In addition to the three categories of Reinforcement Parts, they are divided into three tiers. These tiers differ in the minimum of Reinforcement Points required to select a part from them.
What this means is grabbing a Tier 1 part allows you to get a single Tier 2 part, which in turn, lets you get a Tier 3 part. When you get a Tier 3 part, you have to start back down at the bottom and have to grab another Tier 1 part and continue the cycle anew.
Recommended Reinforcement Parts It's advisable to start with at least 1 Reinforcement Part that is capable of performing an attack. Parts that modify your Maximum Action Points are also extremely valuable.
TREASURES Though Dolls may be dead, they are still girls.
They each possess a single trinket as girls would. These are precious belongings where the Hearts of the Dolls are kept, and are known as Treasures.
Treasures are treated as a Part. Below is listed the Part data for a "Treasure."
Please look at the "Treasure Table" below and select your Treasure. If you are unsure, you may roll a d10 to choose.
Photograph - A photograph taken when civilization still existed. A fragment of happiness cut short. Perhaps it's you from when you were alive... Book - An old, tattered and filthy book. A book you've read time and time again, until now, words you know not the meaning of are engraved into your memory. Undead Pet - You can't imagine why it was made, but you have a rare zombie such as a kitten, crow, or mouse. With it around, you'll never get bored. Broken Part - The object of your Fetter is a body part. It was part of you, long ago. Carrying around body parts that you can't use is a rather human habit, isn't it? Mirror - You have a small hand mirror. You've made use of it many times. You might not like the face reflected in it, but the reflection itself is precious to you. Doll - A rather cute-looking doll. Perhaps it's broken somehow, just like you are? Stuffed Animal - A cute stuffed animal. But you've had it for so long and carried it into so many fights, it's already... Accessory - A ring, necklace, or another accessory that sparkles prettily. But to you, it has value beyond its beauty... Basket - A basket in which you put debris you find amongst the wasteland. Just what is inside... is something only you know. Cute Clothes - Though your body may become horribly twisted, the cuteness of the clothes you wear is forever the same. As long as you wear them, your heart will stay the same as well.
FETTERS Fetters are those existences which a Doll clings to in order to preserve her Heart. By maintaning her feelings towards the target of her Fetters, a Doll likewise maintains her Heart. However, if she loses all of her Fetters, she shall lose her Heart as well. In addition, if the burden upon them becomes too heavy, her Heart will break.
All Dolls start with the fetter "Dependent upon Treasure." Their Treasures are the foundation of the Dolls' Hearts, and they cannot do without them. Even if a Doll acquires additional Treasures, they will have "Dependent upon Treasure" only once. All Treasures share a single Fetter.
In addition to this, the Dolls possess various Fetters towards their sister Dolls. Please write down the name of each player's Doll and the Fetter you have towards them. To decide upon a Fetter, pick one from the Fetter Table. You can select one of your choice from among the ten listed, or roll a die for them.
At the time of creation, the Doll's Fetters begin with three madness in each of them. Please fill in these Madness Points upon the character sheet.
This is the list of Fetters you can have for your sister Dolls and the effects they will have when they enter a state of Madness.
1. Hateful - You feel fierce hatred for her. The reason doesn't matter. Everything she does annoys you. How frustrating! Open Hostility - During combat, Attacks you make that fail to hit an enemy will hit the target of the Fetter instead (if they are within range. If not, hit self) The target may choose where to take the damage.
"Wouldn't it be nice if she just fell to pieces?"
2. Possessive - You want to possess her. To make her your own and not let anyone have her. One could call it love, but it's more wicked than that. Possessive Action - At the beginning and end of combat, choose a Part of the target's to deal 1 damage to.
"Your eyes... how beautiful they truly are."
3. Dependent - The target is someone you just can't live without. If they aren't there, you are nothing. Infantile Relapse - Your Maximum Action Points decrease by 2.
"Don't leave me alone... waaah, I'm scared!"
4. Attached - You want to stay by her side. To always be wherever she is. You'll never, never be apart. Relentless Observation - At the beginning and end of combat, the target receives a Madness Point upon her Fetter towards you (if she is already in a Broken state, this has no effect.)
"I'll always be watching you. Heheheh..."
5. Devoted - You're in love with the target so much it hurts. You don't want her to hate you. You can't take your eyes off her. It's embarrassing... Self-Harming Action - At the beginning and end of combat, damage one of your own Parts.
"If she won't look at me, I don't need this body..."
6. Rival - You won't lose to her. It's not that you hate her. You just don't want to lose to her. You're rivals. Excessive Competition - At the beginning and end of combat, receive a Madness Point upon a Fetter of your choice (if you are already in a Broken-Hearted state, this has no effect.)
"Just try and do better than me... if you can. Come on, try!"
7. Friendly - She's a friend and an important companion. As her dear friend, there's nothing you wouldn't do for her. Inordinate Empathy - At the end of a Session, if the target of the Fetter has more damaged Parts than you do, take damage to Parts of your choice until you have the same number of damaged Parts.
"Your legs are gone? Don't worry, I'll get rid of mine too."
8. Protective - That girl's weak. She needs you to protect her. To help her. She can't do anything on her own. Constant Contact - During combat, if you are in a different area from the target of the Fetter, you may not use Maneuvers that have an effect other than Movement. In addition, you may not use Movement Maneuvers upon targets other than yourself or the target of the Fetter.
"Don't take one step away. Because I've got to protect you!"
9. Idolatrous - You want to be just like her. She's everything that you long to be... that you wish you could be. Impostor Delusion - During combat, if you are in the same area from the target of the Fetter, you may not use Maneuvers that have an effect other than Movement. In addition, you may not use Movement Maneuvers upon targets other than yourself or the target of the Fetter.
"Liar! My beloved sister would never say that! You're a fake! I won't be fooled!"
10. Trusting - Your heart is as one with her. You can trust her with everything. Whenever she's by your side, you can feel at ease. Universal Suspicion - All of your Sisters and companions other than you receive a modifier of -1 to their Maximum Action Points.
"...You go first. I know you mean to shoot me in the back. I won't let you."
Appearance: (Faces-only are recommended since you might have difficulty finding an image that fits your desired character composition.)
TORSO *Spine - [Action/1/Self] One Maneuver you use on the next Count during this Turn has it's Cost reduced by 1 *Entrails - [Auto/0/Self] None *Entrails - [Auto/0/Self] None
Rarely do Necromancers deign to reveal themselves to the Dolls.
Instead, they oppose them with minions of their own.
TYPES OF ENEMIES Legions Necromancers' cannon fodder. Without any will of their own, they blindly follow orders. Outside of battle, they are used for physical labor. Since they exist in great numbers, Legions are thrown into many battles. As they mow down countless Legions in a single blow, the Dolls will truly realize what special existences they are.
A single Legion has no Location, no Parts, and will be destroyed by only 1 point of damage.
All Legions in the same area are treated as a single enemy (if there are ten of them, they will perform a single attack, not ten) and only when they are all destroyed do they cease to act. In other words, regardless of the hit Location, a Legion which does not receive at least 5 points of damage will continue to act.
As mentioned earlier, the usual effect of Dismemberment or Explosive attacks do not apply to Legions - instead, these properties double the damage they receive from attacks. In addition, Area Attacks against the Area they are in will also double the damage they receive (an attack that is both Explosive and an Area Attack will do 4 times the damage.) "Defend" Maneuvers take place after the damage multipliers have been applied. However, Maneuvers that negate "Dismember", "Explosive" and such effects will cancel the multiplier of those effects.
In certain circumstances, hordes of Legions may perform an action known as "Confluence." When "Confluence" is performed, the side with the higher Action Points may perform an additional Action Maneuver.
However, "Confluence" is performed at the end of the current Count. "Confluence" will not affect the number of Legions as considered for Attacks performed during the Count. In addition, Legions preparing in Confluence cannot move unless both move at the same time.
Example: In Limbo there are 15 Zombies, while in Hades there are 10. The Zombies in Limbo are hit by a Katana with a die roll of 11. They take (Damage 1 + Critical Hit Bonus 1) x (Dismember Multiplier 2) = 4 damage. There are now 11 Zombies remaining in Limbo.
When the Count reaches the Zombies' Action Points, the Zombies in Limbo use their 'Rend' attack on a Doll, while the Zombies in Hades shamble into Limbo. As it was performed on the same Count, the attacking Zombies have not yet Confluenced, but are treated as being 11 in number for the purposes of their Rend attack. With 11 Legions, "Rend" has an effect of "Unarmed Attack 1 + Chain 1." After the Zombies have completed their movement from Hades, there are 21 of them. Now that the two Legions have Confluenced into a single mass of 21, their attack has the property "Chain 2."
As the Action Point costs of "Rend" and "Shamble" differ, the Action Points remaining after Confluence are the higher of the two.
Horrors Horrors are undead, mutants or robots given powerful augmentations for battle. Dolls who have gone completely mad are often turned into Horrors. While no more self-aware than beasts, Horrors have many abilities in combat. Encountering one is sure to lead to conflict. Horrors are easy to manage, even with several of them on the battlefield. Suited to be mild threats and leaders of Legions, they are not as mighty as Servants but can be made fairly powerful.
As mentioned earlier, Horrors do not have Locations. They are mere collections of Parts, and as long as an attack hits, the Necromancer will decide which of their Parts get damaged. The usual effect of Dismemberment or Explosive attacks do not apply to Horrors - instead, these properties double the damage they receive from attacks. "Defend" Maneuvers take place after the damage multipliers have been applied. However, Maneuvers that negate "Dismember", "Explosive" and such effects will cancel the multiplier of those effects.
Savants Undead who possess wills like those of humans, but who serve the Necromancers. Although they take pride in their loyalty to the Necromancers, in truth they are no more than toys as well. The fact that most are girls, like the Dolls, is evidence of this. The Necromancers kindle their fervor in order to watch with amusement as they and the Dolls crush each other.
Savants are the only type of enemy able to converse with the Dolls. They make excellent villains and are suited to be the mastermind of any Scenarios.
Savants may confront the Dolls numerous times, as they are able to escape afterwards. Of course, if they are destroyed, they can also be rebuilt or recreated. As they were dead in the first place, even if one wipes out every last trace of a Savant, it's easy for the Necromancer to create a duplicate.
Savants have much in common with Dolls. Though they do not have Madness Points or Fetters, Dolls can use them as the target of Conversation Checks. If by holding a conversation the Dolls are communicate something to them, the Necromancer may allow the Dolls to form Fetters towards them. This is particularly suitable for Campaigns, where holding conversations with Savants may be an important means of removing Madness Points.
If you don't have much confidence in a run and want to improve your Dolls' chances in completing a Session/Campaign, I can provide you with Companions. The Companions are human survivors who, despite having different goals, will accompany the Dolls in their adventure.
Unlike the Undead, these Companions have normal HP and custom weapons. They are immune to Madness but will provide party-wide or targeted Conversation Checks. They can also be targeted with Support Maneuvers and the like. However, the fight will still end in defeat if the Dolls are destroyed or go completely crazy even if the Companions are still in action. (Although, if the Dolls can't fight anymore but still has Parts, the Companions will keep fighting)
Overall, the Companions will make the atmosphere less bleak... as long as their dice rolls are true. Again, this is just optional.
Greene An energetic tinkerer who was involved in a harmless yet consequential experiment in the distant past.
HP = 7 Max AP = 9 Weapon = Custom Sniper Rifle [Action/2/0~3] (Shooting Attack 1. Add +1 to the die roll of the Attack Check.) Other Maneuvers = Move [Action/3/Self] Move 1 Initial Deployment = Eden
Bleu Despite being cynical and burdened with sins, he pushes on to let go of his past.
HP = 7 Max AP = 9 Weapon = Custom Twin Pistols [Action/3/0~2] (Shooting Attack 2 + Chain Attack 1.) Other Maneuvers = Move [Action/3/Self] Move 1 Initial Deployment = Elysium
Redd A gentle giant who looks at the brighter sides of the post-apocalyptic life.
HP = 10 Max AP = 9 Weapon = Custom Shotgun [Action/2/0~1] (Shooting Attack 1 + Explosive. Add +1 to the die roll of the Attack Check.) Other Maneuvers = Move [Action/3/Self] Move 1 Initial Deployment = Limbo
The dice system we'll be using is Roleplayer Guild's very own dice roller located here.
Just press 'New Campaign', fill in some info and you're all set. I expect players to make use of this dice roller and I will periodically check your campaigns there to see if your rolls are legit. Oh and, do link your rolls please~!
1) Standard Roleplayer Guild rules. No godmodding and stuff. 2) As GM, I reserve the right to have my word to be law within the boundaries of this RP. Even overriding other rules. 3) If there are problems with the RP or with other players, you can take it to me (so I can take it to someone who could deal with it lol!). 4) Do not post your character in the Characters Tab. Only I have dominion there. 5) Updates (i.e. My posts to move the story along) will generally occur every other day (especially during the Combat Phase). However, if you do not post, I will still update assuming your character did nothing. 6) Please post something in the OOC if you are still interested just unavailable at the moment. If you do not post within two or three weeks still without any post given, I will be forced to drop you from this RP. 7) If you have read the rules, you will post 'Freakily Charming' at the bottom of your character sheet. (Helping others regarding this rule is discouraged unless you are vouching for that person.)
Skills (Remember: [Timing/AP Cost/Range] Effect) {automaton} Heart of Ice - [Auto/None/Self] You gain +1 to the die roll on Madness Checks.
{requiem}
Gun God: [Auto/None/Self] When you make an Attack Check for a Shooting Attack Maneuver, you may add +1 to the die roll.
Lullaby: [Auto/None/Self] During the Battle Phase, you may take a penalty of -1 to the Attack Check of a Shooting Attack. If you do, the Cost of the Maneuver is decreased by 1 (minimum 1.)
{baroque}
Extreme Mutation: [See Effect/None/Self] When you learn this skill, you may acquire an additional Tier 3 Mutation. This is not limited by your Reinforcement Points, and you may regenerate it as normal.
Parts (Remember: [Timing/AP Cost/Range] Effect) HEAD *Brain - [Auto/0/Self] AP +2 *Eyes - [Auto/0/Self] AP +1 *Jaw - [Action/2/0] Unarmed Attack 1 *Adrenaline - [Auto/None/Self] Maximum Action Points +1 *Kung Fu - [Auto/None/Self] Maximum Action Points +1
TORSO *Spine - [Action/1/Self] One Maneuver you use on the next Count during this Turn has it's Cost reduced by 1 *Entrails - [Auto/0/Self] None *Entrails - [Auto/0/Self] None
LEGS *Bone - [Action/3/Self] Move 1 *Bone - [Action/3/Self] Move 1 *Foot - [Check/1/0] Hinder 1 *Animal Legs - [Action/2/Self] Move 1~2 *Adhesive Pads - [Action/3/Self] Move 1. "Hinder Move" is ineffective against this Movement. *Tail - [Auto/None/Self] Maximum Action Points +1. Scaled lizard tail.
Fragments Of Memory: Lust The flames of desire burning inside of you. Your entire body flushed with heat, longing for the pleasures of love. It still aches in your mind, sometimes. Can your dead body ever satisfy those desires?
Treasure: A small headless doll tied to the side of her hip, looking to be once part of a teddy bear, now with the headless part roughly sewn up to prevent what was left of the stuffing from falling out.
Fetters: Dependent upon Treasure - 3
Rival with Yuno - 3 You won't lose to her. It's not that you hate her. You just don't want to lose to her. You're rivals. Madness:Excessive Competition
@PaulHaynek I have a question about Reinforcement Parts. To get a higher tier do the lower tier need to be of the same category? Say, for example, I want a Tier 3 Armament, can I take it if I have a Tier 1 and Tier 2 Enhancement/Mutation but no other Armament?
After some back and forth I got something together. Putting the Lightsaber into the torso irks me a bit because I don't particularly try to meta this thing. Coughletsjustassumeitsahurtfullightparticlegeneratorabletoengulfherbodyparts
Also had an option to go full Edge with the randomized fragments of memory, Table 1 98 had Angel of Slaughter :^).
Name: Yuno Age (at death): 16 Initial Deployment: Limbo
Damaged Goods: [Auto/None/Self] During the Battle Phase, at the end of the Turn and when Treasure is damaged, you do not add Madness Points.
{Thanatos}
Calamity: [Damage/2/Self] You may only use this Skill when you deal damage with a Melee Attack. Add the "Area Attack" property to this damage. You do not take damage from this "Area Attack."
God of Death: [Auto/None/Self] When making an Attack Check with a Melee Attack Maneuver, you may add +1 to the die roll.
{Romanesque}
Clockwork: [See Effect/None/Self] When you learn this skill, you may acquire an additional Tier 3 Enhancement. This is not limited by your Reinforcement Points, and you may regenerate it as normal.
Parts (Remember: [Timing/AP Cost/Range] Effect)
HEAD [DAMAGED]*Brain - [Auto/0/Self] AP +2 [DAMAGED]*Eyes - [Auto/0/Self] AP +1 [DAMAGED]*Jaw - [Action/2/0] Unarmed Attack 1 [DAMAGED]Kung Fu - [Auto/0/Self] Maximum Action Points +1
Fragments Of Memory: Death A life ended before your eyes. You don't remember how, but that life belonged to someone dearly important to you. Now, you've died, too, but you're still walking around. Could the same thing have happened to that person?
Assistant You didn't think you'll be the subject of an experiment. You wanted to help with the research...so the necromancer complied with your request in the worst possible way. In your body, there is a fragment of what research took place at that time. You are all too aware of the cruel treatment you suffered back then.
Fetters: Broken Part(Treasure) - 0 Carries a Heart in a techno-thingamajig glass-container intended to preserve organs. Tied to her hip. The container has long been broken.
Devoted to Rosemary - 1 You're in love with the target so much it hurts. You don't want her to hate you. You can't take your eyes off her. It's embarrassing... Self-Harming Action - At the beginning and end of combat, damage one of your own Parts.
"If she won't look at me, I don't need this body..."
Who is freaklingly charming? You are freaklingly charming!
Alright we're all set. Let me just set up the IC which might take time since I'm pretty busy at the moment. Also, this session will just be a standalone, a sort of test run to see if we (importantly me) got the mechanics down. This also means that Karma and Favor Points may not mean much in this run.
I've also created an original mechanic for Nechronica: If you don't have much confidence in a run and want to improve your Dolls' chances in completing a Session/Campaign, I can provide you with Companions. The Companions are human survivors who, despite having different goals, will accompany the Dolls in their adventure.
Unlike the Undead, these Companions have normal HP and custom weapons. They are immune to Madness but will provide party-wide or targeted Conversation Checks. They can also be targeted with Support Maneuvers and the like. However, the fight will still end in defeat if the Dolls are destroyed or go completely crazy even if the Companions are still in action. (Although, if the Dolls can't fight anymore but still has Parts, the Companions will keep fighting)
Overall, the Companions will make the atmosphere less bleak... as long as their dice rolls are true. Again, this is just optional. So are you interested?
P.S. I'm changing the Damage timing skills to one per turn because I saw some Damage timing skills that says they can be used multiple times per turn (Stacy's Protect and Baroque's Regeneration).
Since there's already two of you, we can have two or one Companions. Pick who you would like to appear (Though, I recommend just 1).
Greene An energetic tinkerer who was involved in a harmless yet consequential experiment in the distant past.
HP = 6 Max AP = 8 Weapon = Custom Sniper Rifle (Shooting Attack 1. Add +1 to the die roll of the Attack Check. Range = 0~3) Initital Deployment = Eden
Bleu Despite being cynical and burdened with sins, he pushes on to let go of his past.
HP = 7 Max AP = 8 Weapon = Custom Twin Pistols (Shooting Attack 2 + Chain Attack 1. Range = 0~2) Initital Deployment = Elysium
Redd A gentle giant who looks at the brighter sides of the post-apocalyptic life.
HP = 10 Max AP = 8 Weapon = Custom Shotgun (Shooting Attack 1 + Explosive. Add +1 to the die roll of the Attack Check.. Range = 0~1) Initital Deployment = Limbo