You are on page 1of 70

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.
Description
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.
ince Dolls are already dead, they will find no rest when they are broken.
The peace of death came to an end long ago, !ust 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.
Nechronica:Doll Creation
Those girls that wander this fallen world are known as Dolls.
The various players will each create one Doll, who will act as their pro"ies in game play
and in conversation.
This is an e"planation of the method of creating a Doll.
#y completing each step of the procedure in order, you will assemble the mind and body
of your Doll.
Fragments of Memory
Though Dolls have lost most of their memories of their previous life, they have not lost
them all. $ust a few memories of their previous life remain. These meager scraps are thus
known as %Fragments of &emory.%
Dolls possess but two of these %Fragments of &emory% when they are newly awakened.
'lease roll d() twice and consult the %Fragments of &emory% table, using one result as
the tens digit and the other as the ones. This number determines one of the memories
your Doll possesses. *f you are not pleased with the chosen Fragment of &emory, you are
welcome to roll for another or pick one of your choice.
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 e"istence of the art of necromancy, and realize that they
themselves are undead. They are also able to guess that the Necromancers animated
them.
Premonitions
+s game sessions take place, the Dolls will reac,uire their lost memories. #ut they can
carry only a vague suspicion of these memories will reveal to them. These
%'remonitions% serve as a guide towards their former lives.
'lease select from the ten possibilities below, or roll a d() to decide.
The Function of Premonitions
'remonitions do not result in any contraint or effect under the rules. -owever, you may
suggest that the Necromancer take them into consideration when deciding upon the
details of the Dolls. former lives.
Premonition Table
01 Catastrophe
*t.s !ust as well you don.t remember any more of that tragedy, malice, and betrayal.
#ut, in order to understand what is happening right now, you have no choice but
to...
02 Despair
*t.s possible your life then was worse than your unlife is now. /et you must
remember, so that you can take measures to never return to days like those...
0 Trappe!
/ou suddenly remembered something, and it.s as if it cast you into hell. 0hat an
unreasonable fate... yet if you grasp all of that unreason, perhaps you can prevail
over it.
0" Doll
*t is not under your own volition that you walk, weep, or reason. o long as you do
not know your own past, it shall not be your own will that directs you.
0# $inner
/ou wish to atone for a sin you have committed. *t was a sin that can never be
forgiven. #ut, unless you recover your memory, neither can you atone and move
on.
0% &oss
1ong ago, you lost something. *t remains lost even now. *t wasn.t your life or your
memory... it was something even more important than those.
0' $ee(er
There is something you must have. 0ithout it, there.s no hope for you. -ow
frustrating. 'articularly that you can.t remember what it was.
0) *n+ersion
The .you. here now isn.t the same as the .you. that e"isted then. /ou have to
remember who you were in the past. 2nly then can you return to the way you
were.
0, -ope
/ou.re sure you knew something incredible. + secret that could defeat the
Necromancers and change the world. *f somehow you were to regain that
memory...
10 -appiness
The warmth of the sun. The !oy of being loved. +ll those moments of contentment.
3ven if it.s only within your heart, you want that happiness back.
Positions
Dolls do not wander the world on their own4 they have sisters with them. +mongst their
fellow sisters, each of the Dolls fills a spiritual role- this is known as their 'osition.
From the si" positions below, please select a 'osition appropriate for your Doll. /ou may
base this upon your own personality. #ut please also discuss this with the other players
and try to avoid overlap.
.lice5 +kin to people, akin to girls, their warmth inspires their sisters.
-olic5 *rregulars whose egotistical desires have driven them to madness.
.utomaton5 6ombat Dolls who have suppressed their selves in order to avoid
suffering.
/un(5 7eteran Dolls who have given up countless things, yet refuse to let go of it
all.
Court5 Tactical Dolls who analyze the situation calmly and make sound decisions.
$orority5 Natural leaders who bring together their sisters. hearts and strength.
$isters
Dolls generally don.t awaken !ust by themselves. Those Dolls that awaken in the same
place and at the same time as them are their sisters. +s a Doll left alone would not be able
to keep her sanity for long, this is the greatest blessing the Necromancers have given
them.
-owever, perhaps the true reason for it is merely to prolong the amusement that they
bring.
Class
8ndead are created with a variety of types of armament.
*n order that they may oppose the 8ndead, Dolls themselves are given reinforcements,
The si" trends in the manner in which Dolls are reinforced are known as 6lasses.
Dolls must choose two classes4 a &ain 6lass which determines their combat style, and a
ub 6lass which strongly influences it. These can both be the same 6lass. *f you choose
two different 6lasses, please be sure to decide which one is the &ain 6lass.
*n addition, try to select a different &ain 6lass from the other players to broaden the
tactics used in a session.
$tacy5 Dedicated and immortal, these girls are stout defenders.
Thanatos5 9oddesses of the battlefield who e"cel at close combat.
0othic5 'redators who engage in the heresy of cannibalism.
1e2uiem5 9un-using Dolls who are dedicated to ranged combat.
3aro2ue5 #izarre girls whose bodies are twisted by mutatations.
1omanes2ue5 :otting princesses who dance with unparalleled grace.
$(ills
'ositions and 6lasses are not mere labels. The Dolls themselves can learn and ac,uire
abilities that are not dependent on their body parts. These abilities are known as kills.
'lease select one kill to learn from your 'osition, two from your &ain 6lass, and one
from your ub 6lass. -owever, you may not learn the same skill twice.
For an e"planation of what the kills are, please consult the pages for each 'osition and
6lass.
2nly Dolls which have chosen the same 6lass as their &ain and ub 6lasses may ac,uire
that 6lass.s %pecial kill.% This kill is the uni,ue ability of Dolls who have specialized
in that 6lass.
The Function of $(ills
For a detailed e"planation of kills, please refer to the description of &aneuvers in the
%Doll 'arts% section. /ou are welcome to select kills based upon the mental image they
evoke.
1einforcement Points
6lasses possess point values divided among %+rmaments%, %&utations%, and
%3nhancements.% These are :einforcement 'oints, and determine which manner of
special 'arts can be used to reinforce a Doll.s body. 3"plained below are the various
categories of :einforcement 'oints.
.rmaments5 0eapons, guns and other offensive e,uipment. Fre,uently attached to
the arms.
Mutations5 pecial bodily organs. They warp one.s appearance, but possess great
power.
4nhancements5 &echanical parts attached to the body, often made of metal or
plastic.
First, add up the :einforcement 'oints from your &ain 6lass and ub 6lass. Then add a
single point to a category of your choice.
/ou now know your Doll.s :einforcement 'oints. + newly created Doll should have a
total of ; :einforcement 'oints.
1einforcement Parts
+fter determining your :einforcement 'oints, you may select :einforcement 'arts.
'arts refer to pieces of a Doll.s body. 'rior to this step of creation, Dolls have three parts
in each of their -ead, +rms, Torso and 1egs - a total of (<. These are their #asic 'arts.
:einforcement 'arts are special 'arts that can be ac,uired in addition to these.
The ma"imum number of :einforcement 'arts that can be ac,uired is e,ual to a Doll.s
:einforcement 'oints. Thus, a new character can ac,uire up to ; of them =possibly >?@ if
they.ve chosen the appropriate kills.A
*n addition to the three categories of :einforcement 'arts, they are divided into three
tiers. These tiers differ in the minimum of :einforcement 'oints re,uired to select a part
from them.
'lease consult the table below to understand what :einforcement 'oints indicate.
1einforcement Points Tier 1 Parts Tier 2 Parts Tier Parts
( ( - -
< ( ( -
B ( ( (
C < ( (
; < < (
> < < <
@ B < <
D B B <
E B B B
Dolls can ac,uire only the listed number of 'arts from each tier that correspond to the
number of :einforcement 'oints they have.
To determine which 'arts your :einforcement 'oints permit you to ac,uire, please look
at the :einforcement 'arts Table.
This table lists where additional 'arts are located and a description of their function. *f
you wish, you do not need to copy the entire description to your character sheet. +fter
you have chosen your 'arts, please record each of them in the appropriate area of your
character sheet. 'arts with the location listed as %+ny% may be attached to any area you
wish.
/ou may not ac,uire two :einforcement 'arts with the same name.
-owever, you may ac,uire :einforcement 'arts of the same type from a lower tier =for
e"ample, instead of a Tier B &utation, you may ac,uire a Tier ( or Tier < &utation.A
The Function of 1einforcement Parts
For a detailed e"planation of :einforcment 'arts, please refer to the description of
&aneuvers in the %Doll 'arts% section. /ou are welcome to select kills based upon the
mental image they evoke.
1ecommen!e! 1einforcement Parts
*t.s advisable to start with at least ( :einforcement 'art that is capable of performing an
attack. 'arts that modify your &a"imum +ction 'oints are also e"tremely 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 -earts of the Dolls are kept, and are known as Treasures.
Treasures are treated as a 'art. #elow is listed the 'art data for a %Treasure.%
'lease look at the %Treasure Table% below and select your Treasure. *f you are unsure,
you may roll a d() to choose.
&ocation Name Timing Cost 1ange
+ny Treasure Name +uto None None
3ffect
/our Treasure. +t the end of the #attle 'hase, you may remove one &adness 'oint from a
Fetter of your choice. *f this 'art is destroyed, remove it from your 2wned 'arts.
+ precious fragment of the past.
+ keepsake of utmost cuteness.
o long as you keep it close, your heart is at ease.
#ut were it to be broken... your heart would break as well.
Treasure Table
01 Photograph
+ photograph taken when civilization still e"isted. + fragment of happiness cut
short. 'erhaps it.s you from when you were alive...
02 3oo(
+n old, tattered and filthy book. + book you.ve read time and time again, until
now, words you know not the meaning of are engraved into your memory.
0 5n!ea! Pet
/ou can.t imagine why it was made, but you have a rare zombie such as a kitten,
crow, or mouse. 0ith it around, you.ll never get bored.
0" 3ro(en Part
The ob!ect of your Fetter is a body part. *t was part of you, long ago. 6arrying
around body parts that you can.t use is a rather human habit, isn.t itF
0# Mirror
/ou have a small hand mirror. /ou.ve made use of it many times. /ou might not
like the face reflected in it, but the reflection itself is precious to you.
0% Doll + rather cute-looking doll. 'erhaps it.s broken somehow, !ust like you areF
0'
$tuffe!
.nimal
+ cute stuffed animal. #ut you.ve had it for so long and carried it into so many
fights, it.s already...
0) .ccessory
+ ring, necklace, or another accessory that sparkles prettily. #ut to you, it has
value beyond its beauty...
0, 3as(et
+ basket in which you put debris you find amongst the wasteland. $ust what is
inside... is something only you know.
10 Cute Clothes
Though your body may become horribly twisted, the cuteness of the clothes you
wear is forever the same. +s long as you wear them, your heart will stay the same
as well.
Ma6imum .ction Points
+fter you.ve chosen all of your parts, you can determine your &a"imum +ction 'oints.
/our &a"imum +ction 'oints corresponds to the number of actions you can take in
combat, and whether it e"ceeds that of your enemies is a matter of grave importance.
The base &a"imum +ction 'oints is >, but the #asic 'arts %#rain% and %3yeballs% add an
additional B points, so every Doll initially has E +ction 'oints.
*f you have e"tra 'arts or kills that increase your &a"imum +ction 'oints, please
include their effect when writing the number down.
*nitial Deployment
The ne"t step is to decide your *nitial Deployment.
This is the area of the #attle &ap in which your Doll is placed at the beginning of
combat. 6hoose one of %3den%, %3lysium% or %1imbo.%
*f you have many short range attacks, %1imbo% is advisable, whereas if you specialize in
attacks with a range of ( or < %3lysium% is a wise choice, and if you have attacks with a
range of B or greater %3den% is best.
/ou can change your *nitial Deployment between sessions. *f you are displeased with
your current *nitial Deployment, talk to the Necromancer between sessions about
changing it.
Name an! .ge
The final step is to decide your name and age. Dolls are all female for the most part, so
it.s not necessary to specify your gender.
/our name can be a nickname, a $apanese name, a foreign name, a number, or anything
you like. ince you.re all made from corpses, often from who knows where, it doesn.t
have to make sense. Names are often bestowed upon you by the Necromancers. Don.t
worry yourselves over them.
%+ge% refers to the age you were when you died, and is usually between D and (@. *f
you.re unsure, roll a d() and add @ to the result. This is the age of your doll.
2nce you.ve decided these, your Doll is complete.
Dolls are 0irls
The dolls of old were made to resemble either girls or animals. Necromancers, too, make
them in the shape of cute girls. ome of them may have been intended to be boys, but the
difference in appearance between those and girls is a subtle one. *n this world inhabited
by only the dead, the Necromancers too wish to remember the comforts of childhood.
.ge at Death
+ Doll.s %+ge% describes their outside appearance. This is not necessarily the same as the
age of their -eart. *t is possible to have a spirit that acts as if twenty years old within a
body that appears only si". The reverse is e,ually possible. Geep in mind that %age% refers
only to the appearance of a Doll.
Fetters
Though your Doll is complete, there is one section on your character sheet left unfilled.
These are your Fetters.
Fetters are those e"istences which a Doll clings to in order to preserve her -eart. #y
maintaning her feelings towards the target of her Fetters, a Doll likewise maintains her
-eart. -owever, if she loses all of her Fetters, she shall lose her -eart as well. *n
addition, if the burden upon them becomes too heavy, her -eart will break.
+ll Dolls start with the fetter %Dependent upon Treasure.% Their Treasures are the
foundation of the Dolls. -earts, and they cannot do without them. 3ven if a Doll ac,uires
additional Treasures, they will have %Dependent upon Treasure% only once. +ll Treasures
share a single Fetter.
*n addition to this, the Dolls possess various Fetters towards their sister Dolls. 'lease
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. /ou can select one of your choice
from among the ten listed, or roll a die for them.
:ecord the Fetter in the format %HH toIofIupon JJ%, where HH is the type of Fetter and JJ
is its target. +t the time of creation, the Doll.s Fetters can withstand B &adness 'oints.
'lease mark off these &adness 'oints upon the character sheet.
/ou.re now ready to start playing.
Fetter Table
01 -ateful
/ou feel fierce hatred for her. The reason doesn.t matter. 3verything she
does annoys you. -ow frustratingK
Ma!ness: 7pen -ostility "ouldn!t it be nice if she "ust fell to pieces#"
During combat, +ttacks you make that fail to hit an enemy will hit the
target of the Fetter instead =if they are within range.A The target may
choose where to take the damage.
02 Possessi+e
/ou want to possess her. To make her your own and not let anyone have
her. 2ne could call it love, but it.s more wicked than that.
Ma!ness:
Possessi+e
.ction
"$our eyes... how beautiful they truly are."
+t the beginning and end of combat, choose a 'art of the target.s to deal
( damage to.
0 Depen!ent
The target is someone you !ust can.t live without. *f they aren.t there, you
are nothing.
Ma!ness:
*nfantile
1elapse
"%on!t leave me alone... waaah, I!m scared&"
/our &a"imum +ction 'oints decrease by <.
0" .ttache!
/ou want to stay by her side. To always be wherever she is. /ou.ll never,
never be apart.
Ma!ness:
1elentless
7bser+ation
"I!ll always be watching you. 'eheheh..."
+t the beginning and end of combat, the target receives a &adness 'oint
upon her Fetter towards you =if she is already in a #roken state, this has
no effect.A
0# De+ote!
/ou.re in love with the target so much it hurts. /ou don.t want her to
hate you. /ou can.t take your eyes off her. *t.s embarrassing...
Ma!ness:
$elf8-arming
.ction
"If she won!t look at me, I don!t need this body..."
+t the beginning and end of combat, damage one of your own 'arts.
0% 1i+al
/ou won.t lose to her. *t.s not that you hate her. /ou !ust don.t want to
lose to her. /ou.re rivals.
Ma!ness:
46cessi+e
Competition
"(ust try and do better than me... if you can. )ome on, try&"
+t the beginning and end of combat, receive a &adness 'oint upon a
Fetter of your choice =if you are already in a #roken state, this has no
effect.A
0' Frien!ly
he.s a friend and an important companion. +s her dear friend, there.s
nothing you wouldn.t do for her.
Ma!ness:
*nor!inate
4mpathy
"$our legs are gone# %on!t worry, I!ll get rid of mine too."
+t the end of a ession, if the target of the Fetter has more damaged
'arts than you do, take damage to 'arts of your choice until you have the
same number of damaged 'arts.
0) Protecti+e
That girl.s weak. he needs you to protect her. To help her. he can.t do
anything on her own.
Ma!ness:
Constant
Contact
"%on!t take one step away. *ecause I!ve got to protect you&"
During combat, if you are in a different area from the target of the Fetter,
you may not use &aneuvers that have an effect other than &ovement. *n
addition, you may not use &ovement &aneuvers upon targets other than
yourself or the target of the Fetter.
0, *!olatrous
/ou want to be !ust like her. he.s everything that you long to be... that
you wish you could be.
Ma!ness:
*mpostor
Delusion
"+iar& ,y beloved sister would never say that& $ou!re a fake& I won!t be
fooled&"
During combat, if you are in the same area from the target of the Fetter,
you may not use &aneuvers that have an effect other than &ovement. *n
addition, you may not use &ovement &aneuvers upon targets other than
yourself or the target of the Fetter.
10 Trusting
/our heart is as one with her. /ou can trust her with everything.
0henever she.s by your side, you can feel at ease.
Ma!ness:
5ni+ersal
$uspicion
"...$ou go first. I know you mean to shoot me in the back. I won!t let
you."
+ll of your sisters other than you receive a penalty of ( to their
&a"imum +ction 'oints.
Nechronica:Fragments of Memory Table
The full table contains ()) entries4 this is !ust the first ten of them.
/ou should get the idea from these, so * suggest you make up your own.
1 3lue $(y
The sky used to be blue. 3ven though the one you see now is stained the color of
lead... you know it was once a pure, bright blue. *t was something you took for
granted. #ut you.ll never be able to see that sky again.
2
Mother's
-an!s
/ou have a memory of warm hands embracing you. They were your mother.s. /ou
don.t remember her name or face, but you remember that hug. #eyond !ust that
memory, you wish that someday, you could embrace your mother for real.
$9eet &ips
/ou remember the touch of soft lips upon yours. /ou don.t remember when it was,
or whose lips they were, but you remember that kiss. 0ould the sisters by your
side have lips that sweetF
" -i!!en 1oom
/ou.d locked yourself inside a cramped room. 2utside, someone was wandering
around searching for you. They mustn.t find you. They mustn.t find you. #ut from
the other side of the door, you heard them coming. +nd then...
# 3loo!bath
+ metallic scent tickled your nose as you sat alone in a pool of red blood. #ody
parts were lying around you. /ou didn.t remember whose they were. Nor why you
were alone in such a place. 6ould it be...
% *n the 1ain
/ou were standing in the pouring rain. 3"cept for the sound of raindrops, you don.t
remember anything around you. The rain was dark, but it did not burn you, simply
soaked your body and left you shivering. /et you miss it terribly.
' &oneliness
3veryone kept their distance from you, giggling maliciously. /ou don.t remember
what you.d done, why they were laughing at you... but you never want to see eyes
like those again. /ou never want to be abandoned by the companions you have
now.
) $mile
+ smile from the heart. + smile of true happiness. /ou don.t know whose smile it
was... someone important to you, your family, maybe even yourself reflected in the
mirror. /et it keeps returning to your mind.
, &etter
/ou remember taking a letter out of the mailbo". *t had something to do with what
you.ve become now... but you don.t remember what the letter said. *t must have
come from someone important to you. 2r maybe...
10 $ilhoutte
+ dark shadow towered over you. *t did terrible things to you. The memory makes
you want to reach inside your head and tear it away. /ou despise that shadow. *t
was the one who brought you back from the dead... there.s no doubt about it.
L Flower 9arden =((A
L Father.s +rms =(<A
&emories of your father.
L 'etals of 1ove =(BA
L 6urse =(CA
L ong =(;A
* remember a song. + very, very important song. IIII * only remember one song. *t.s !ust a
song that * whistled or hummed to myself, but it.s very dear to me.
L6ake =(>A
weet and delicious. * wonder if *.ll be able to eat it againF IIII * ate a cake.
LFlames =(@A
#lazing amidst the flames engulfing my surroundings. *n that flickering wave of heat,
you felt more into"icated than frightened. /ou want to feel those flames, that
into"ication, one more time. 3ven though this is a world where even burnable things are
scarce...
L6ut =(DA
0hile doing housework, * cried and raised a clamor at the smallest cut. Now, though...
L0hite :oom =(EA
0hite sheets. hining scalpel. + blinking life support system.
L#lack -ouse =<)A
L6hains =<(A
+ butterfly with its wings torn off. 'erhaps it was a birdF Now, even while *.m dead...
Ltarry ky =<<A
L/oung 9irl =<BA
LTreasured *tem =<CA
6ute clothes. IIII *mportant treasured items. /ou must be bound to them by the string of
destiny.
LFuneral ervice =<;A
L'arty =<>A
L'et Dog =<DA
L3veryday 1ife =B)A
LDiscarded =B(A
thrown away. no dreams or hopes left
L&onetary 9reed =BBA
0ondrous magical pieces of paper...
LDeath =BCA
L#irthplace =B;A
L:e,uest =B>A
L0ater =B@A
LGnitting =BDA
/ou were knitting something. 0ho was it forF 0hat were you knitting, a muffler or
gloves or a sweater... your fingers still remember how to knit. *f you had wool and
needle, even now, you should be able to knit something...
L9od =C(A
There was an e"istence who you offered up prayers to. /ou believed that praying would
bring me happiness. +re you happy as you are nowF *f you.re not happy, perhaps you !ust
didn.t pray enough.
L6lassroom =C<A
3veryone talking together... laughing together. 6lass made you sleepy, but you still
looked forward to going to school.
LDresser =CCA
L2perating Table =C;A
Things with the same kind of faces as cut gems are scattered around...=FA =ingle ession
(A IIII /ou received it from someone who was probably important to you. *t.s a one of a
kind treasure that.s important to you. IIII Tied to an operating table, your eyes wide open
in fear. /our mouth plugged up, you can.t even scream. #lood-drenched doctors draw
ever closer. hining scalpels draw closer and closer, to your skin, your skin-K
Ltalker =C>A
+t the corner of your vision, thickening wrongness, terror
L$ealousy =C@A
o !ealous, so !ealous. 0hy is everyone smiling, even though you were that unhappyF
They must be happy. o !ealous, so !ealous. &ore than all else, you.re !ealous of your
own self, back when you were still happy.
Lhower =CEA
/ou think you still want to take a shower.
L9unshot =;)A
L&ask =;<A
L+ll +lone =;BA
1onely all the time, all alone, you wanted friends.
L&usical 'erformance =;CA
Lnow =;;A
&emories of snow. 2f looking up at the sky. 0hite fragments drifting down. 0as that...
was that really snowF
Lports =;>A
/ou !ust wanted to get better, and although you did your best back then, here and now,
even that meager dream is...
LDoll =;EA
+ pitiable broken doll. That.s what you yourself are, aren.t youF
LFrom the 0indow =>)A
The view outside the window is pretty. 2r it should have been.
LFortune-Telling =>(A
&emories of predictions of good luck. omeone promised you good luck. 0ords telling
you that your good luck would surely make you happy. That might have been nothing but
childish playing, but those words support you now, those important words.
L-olding -ands =><A
it may be impossible with one person, but with two-
L-unger =>BA
LDisgrace =>CA
/ou were told that there.s work that even a good-for-nothing like you can do.
L6ute 6lothes =>;A
L6ooking =>>A
* made dishes
L#ully =>@A
0hen you got irritated, when you felt like it, you harassed weaker people. That.s right-
you had friends. +nd you would all surround that weakling and play with that person.
Gicking, pulling hair, putting things on that person.s head. ... that sure was fun.
LDisgraceIII'icture =>DA
Lenses =>EA
The pleasure of lust.
LThe Dead =@)A
LDozing =@(A
Don.t wanna get out from the futon.
L6onversation =@<A
LThe &oving Dead =@BA
/ou were grieving over someone.s death. That person.s corpse got up. *t started moving.
/ou, who thought that that person revived, were attacked by that person.s nails and teeth.
L9ame =@CA
+ geek girl who loves gamesK
Lold =@;A
omething was sold. 0as it blood, or hair, or organsF 2r small buds or petalsF
Ltudy =@>A
/ou have to study and get good grades. /ou have to show everyone that you e"cel.
LTime of #lessedness =@@A
L#urial =@DA
/ou are being buried under the earth. The earth covering your limbs is cold, and then
lukewarm, and even though you.re conscious, you.re being covered by a lot of dirt. /ou
can.t move your body, and then your face. /ou are going beneath the earth.
Lhopping =@EA
hopping sure was fun. 0onder who you went withF
L+musement 'ark =D)A
LTea 'arty =D(A
#irds chirping, a beautiful garden, white chairs and a white table. #lack tea poured from
a teapot. weet-smelling cookies. 3n!oyable friendly chats. weet memories from that
time you lived as a young girl. *t is those memories that allow you to continue on as a
young girl.
LFlowerbed =DBA
L9host =DCA
L:efuge =D;A
This place, separated from all else, was supposed to be a world !ust for me, my paradise,
my flower garden, my world...
Leparation =D>A
Ltory =D@A
L#ig #rother =DDA
/ou had a kind older brother. /ou always fawned on him. +dmired him. To you, he was
more important than anyone else. The ideal person. +nd you can.t even remember his
name. 3ven though you think you.d remember if you met up with him...
L1ost 6hild =DEA
L#each =E)A
L0ar =E(A
0as it called universal conscriptionF IIII /ou ran, fleeing the war. /ou didn.t want to
accept reality, and you saw the shell flying at you as a bird. /ou reached your hand out to
that bird...
L6orpse -andler =E<A
omeone important to you died. No, that person is surely !ust sleeping. /ou.ve got to
wake that person. urely that person will wake up. That.s because you woke up even
though you were dead. #ut that person must still be sleeping out there somewhere.
L&edicine =EBA
/ou.ve got to take it IIII /ou.ve got to hurry and take it IIII /ou need that medicine.
L*nsects =ECA
/ou hate them.
LDeath 6alls =E;A =FA
omeone important to you has died. *t would be nice if they died properly.
L1ie =E>A
LThe 0orld +fter Death =E@A
L+ngel of laughter =EDA
/ou were trained to kill people. 0ithout any ,uestions, you killed people many times
over. *f you killed people, you were praised for it. /ou now live in a world where you
won.t die. + world where you can keep killing. 'erhaps if you kept killing, more and
more and more, you will get praised. IIII /ou get the feeling that you.ve been fighting
since long ago.
LNecromancer =EEA
omeone who turned me into a toy4 * remember their e"istence.
LThe Final 0ar =())A
*nformation you received from the diary of an :MD employee. /our mood darkens. IIII
The knowledge and memories of one like a bystander who has seen the end of humanity.
Nechronica:.lice
Description

There are some Dolls that are never able to get used to fighting. Though their lives have
been ones of unending battle for countles days, countless years, the memory of tran,uil
times remains in their hearts. *t is for this reason that they remain human even now.
$(ills
Name Timing Cost 1ange
Mai!en :apid ) )
3ffect5 &ake a 6onversation 6heck with one of your sisters.
The replay lied about this skill having a high cost.
Name Timing Cost 1ange
-ealing +uto None ee #elow
3ffect5
0hen your other sisters make a 6onversation 6heck with you, all of them receive N( to
their die rolls.
And the replay lied about what this skill does entirely.
Name Timing Cost 1ange
5n!efeatable -eart +uto None elf
3ffect5 0hen you make a 6onversation 6heck, you may add N( to the die roll.
Insert description here.
Name Timing Cost 1ange
Princess Damage ) )?(
3ffect5
This kill can only be used when you take damage.
/our target sister receives -( to the 6ost of their ne"t +ction =minimum ).A
Insert description here.
Name Timing Cost 1ange
.ngel of 4!en :apid < elf
3ffect5
:egardless of your current place on the #attle &ap, you are instantly transported to
3den.
This is not considered to be &ovement.
Insert description here.
Nechronica:-olic
Description

To have an ego is to embrace one.s selfishness and desires. There are things that you
want. +re those powerF 1oveF /our pastF *f you find one of them, you.ll want another. *f
you find ten, you.ll want a hundred more. 3ven then, you won.t be satisfied. 3ven then.
$(ills
Name Timing Cost 1ange
*nsane
$9iftness
+uto None elf
3ffect5
0hen one of your Fetters is in a state of &adness during the #attle 'hase, you gain a
N( to the die roll on +ttack 6hecks.
Insert description here.
Name Timing Cost 1ange
*mpulse :apid ee #elow elf
3ffect5
+s the 6ost of this kill, add a &adness 'oint to a Fetter of your choice.
/ou may use another &aneuver without paying its 6ost in +ction 'oints.
Insert description here.
Name Timing Cost 1ange
Carnage 6heck ee #elow elf
3ffect5
+s the 6ost of this kill, add a &adness 'oint to a Fetter of your choice.
upport B.
Insert description here.
Name Timing Cost 1ange
Fury Damage ee #elow elf
3ffect5
/ou may only use this kill when you deal damage.
+s the 6ost of this kill, add a &adness 'oint to a Fetter of your choice.
+dd N< to the damage dealt.
Insert description here.
Name Timing Cost 1ange
Dra9n to
Tartarus
+uto None elf
3ffect5
During the #attle 'hase, if you are moving in the direction towards Tartarus, the 6ost
of your &ovement &aneuver is decreased by -( =minimum ).A
Insert description here.
Nechronica:.utomaton
Description

Though you have a heart, you have suppressed it. *n battle, you are no more than the gear
of a machine. Dolls are Dolls, after all. *t is only proper that dead corpses should have
dead hearts. Those things you could not protect while you still lived, you protect now.
$(ills
Name Timing Cost 1ange
Co+er :apid ( )?(
3ffect5 + target other than you can use an +ction &aneuver with a cost of ).
Insert description here.
Name Timing Cost 1ange
1ec(less +uto ee #elow elf
3ffect5
+s the 6ost of this kill, damage one of your own #asic 'arts of your choice.
/ou may reroll the die for an +ction 6heck, +ttack 6heck, or Dismemberment 6heck.
Insert description here.
Name Timing Cost 1ange
-eart of *ce +uto None elf
3ffect5 /ou gain N( to the die roll on &adness 6hecks.
Insert description here.
Name Timing Cost 1ange
* am a Doll +uto None elf
3ffect5
During the #attle 'hase, you may ignore the conse,uences of &adness for a single :ound
of your choice.
Insert description here.
Name Timing Cost 1ange
Prisoner in
&imbo
+uto None elf
3ffect5
+t the end of a :ound during the #attle 'hase, if you are in 1imbo and have incurred
any penalties to your +ction 'oints, you may ignore them and start the ne"t :ound with
your &a"imum +ction 'oints.
Insert description here.
Nechronica:/un(
Description

/ou have found strength in the things you have given up. #ut there are those you refuse
to surrender. /ou could hardly lose any more of your body. #ut there are surely things
you have not lost. Though you struggle in vain, covered in scars, you persevere.
$(ills
Name Timing Cost 1ange
Follo9 :apid ) elf
3ffect5
This kill can only be used when one of your isters uses a &ovement &aneuver.
&ove (.
Insert description here.
Name Timing Cost 1ange
Damage!
0oo!s
+uto None elf
3ffect5
+t the end of a :ound during the #attle 'hase, even if your Treasure was damaged,
you do not receive an *nsanity 'oint.
This skill also appears to have changed from the replay.
Name Timing Cost 1ange
D9eller in -a!es +uto None elf
3ffect5
During the #attle 'hase, if you are in -ades, you gain N( to the die roll on +ttack
6hecks.
Insert description here.
Name Timing Cost 1ange
$truggle +uto None elf
3ffect5
0hen you voluntarily take a &adness 'oint in order to reroll a die, you gain N( to the die
roll.
Insert description here.
Name Timing Cost 1ange
4+en 5nto +uto None elf
Tartarus
3ffect5
During the #attle 'hase, if you are in Tartarus, the 6ost of all your +ction
&aneuvers decreases by ( =minimum ).A
Insert description here.
Nechronica:Court
Description

trength does not arise only when wielding a weapon. To think and to know are also
strength. 0ithin this ruined world, it is not a strength easily understood... but you
cultivate it nonetheless. Things could be no other way.
$(ills
Name Timing Cost 1ange
.!+ice 6heck ) )?<
3ffect5 upport ( or -inder (.
Insert description here.
Name Timing Cost 1ange
Composure +uto None elf
3ffect5 /ou gain N( to the die roll on +ction 6hecks.
Insert description here.
Name Timing Cost 1ange
.nticipate :apid ) )?B
3ffect5
/ou may negate a single &aneuver of the target.s with the timing %6heck%, %Damage% or
%:apid.%
Insert description here.
Name Timing Cost 1ange
Tactics +uto None ee #elow
3ffect5
+t the beginning of the #attle 'hase, you may observe the arrangement of enemies and move
a Doll of your choice to any +rea other than Tartarus.
Insert description here.
Name Timing Cost 1ange
Foresight +ction ( )?(
3ffect5 The 6ost of the target.s ne"t +ction decreases by ( =minimum ).A
Insert description here.
Nechronica:$orority
Description

That others depend upon you is not a burden. *t is your strength. Though your body has
long been dead, others still rely upon it. For as long as they do, you shall lead the way.
3ven if there.s nothing left of you but your feet.
$(ills
Name Timing Cost 1ange
7r!er :apid < ee #elow
3ffect5
+ll your sisters upon the #attle &ap with you may make a single +ttack &aneuver of their
choice with :apid Timing.
Insert description here.
Name Timing Cost 1ange
$elf8Control +uto None elf
3ffect5
*f you are afflicted with &adness, you gain N( to the die roll on 6onversation and
&adness 6hecks.
Insert description here.
Name Timing Cost 1ange
0athering in
4lysium
:apid < ee #elow
3ffect5
:egardless of their current place on the #attle &ap, all your sisters are instantly
transported to 3lysium.
This is not considered a &ovement &aneuver.
Insert description here.
Name Timing Cost 1ange
$ecret
:hisper
+uto None ee #elow
3ffect5 +t the beginning and end of the #attle 'hase, one sister of your choice =e"cluding youA
may make a 6onversation 6heck with you as the target.
Insert description here.
Name Timing Cost 1ange
0race +uto None ee #elow
3ffect5
0hen you voluntarily take a &adness 'oint in order to reroll a die, one sister of your choice
=e"cluding youA may make a 6onversation 6heck with you as the target.
Insert description here.
61+3
Nechronica:$tacy

Description
The most conventional of Dolls.
6orpses that move even now.
oldiers that are dead even now.
+nd yet they walk even now.
The specialty of this 6lass is immortality. They are designed foremost for the stoutness of
their bodies. +ll the menace of the walking dead are embodied in the tacies.
1einforcement Points
.rmament Mutation 4nhancement
( ( )
$pecial $(ill
Name Timing Cost 1ange
Cra9ling Flesh 6heck ) )?<
3ffect
/ou may only use this kill after you have taken damage.
-inder B.
Insert description here.
$(ills
Name Timing Cost 1ange
5nfa;e! +uto None elf
3ffect
During the #attle 'hase, if your 'arts are damaged, you may continue to use &aneuvers
they enable until the end of the :ound.
Insert description here.
Name Timing Cost 1ange
1emain Dea! :apid ) elf
3ffect :egenerate a #asic 'art of yours that was damaged.
Insert description here.
Name Timing Cost 1ange
Defen! Damage ) )?(
3ffect
0hen the target takes damage, you may take that damage in her place.
/ou may use this kill any number of times per :ound.
Insert description here.
Name Timing Cost 1ange
Meat $hiel! Damage ) )?(
3ffect
Negate the damage of an attack and all associated effects =including Dismemberment,
6hain +ttacks, and +rea +ttacks.A
Insert description here.
Name Timing Cost 1ange
Ma!e to be
3ro(en
+uto None elf
3ffect +dd N( to all die rolls for +ttack 6hecks and Dismemberment 6hecks.
-owever, at the end of the #attle 'hase and each :ound of combat, you must damage
one of your own 'arts of your choice. This cannot be manipulated by &aneuvers that
affect 6osts.
Insert description here.
Nechronica:Thanatos

Description
Dolls made for battle.
0arriors that fight eternal.
*ncarnations of death and destruction.
1eading roles upon the stage of slaughter.
The specialty of this 6lass is combat power. They are corpses made weapons, designed
completely for their offensive ability. #urning with fury despite the chill of their dead
flesh, they are as storms of destruction.
1einforcement Points
.rmament Mutation 4nhancement
( ) (
$pecial $(ill
Name Timing Cost 1ange
5nlimite!
Destruction
Damage ) elf
3ffect
/ou may only use this kill when you receive damage.
8ntil the ne"t 6ount, you may use all your +ttack &aneuvers upon the same
target as if they had a Timing of %Damage%.
Insert description here.
$(ills
Name Timing Cost 1ange
0o! of Death +uto None elf
3ffect
0hen making an +ttack 6heck with a &elee +ttack &aneuver, you mayadd N( to the
die roll.
Insert description here.
Name Timing Cost 1ange
Calamity Damage < elf
3ffect
/ou may only use this kill when you hit with a &elee +ttack.
The +ttack becomes an +rea +ttack. *f you would damage yourself with this +ttack, you
do not.
Insert description here.
Name Timing Cost 1ange
Drama of
Death
Damage ) )?(
3ffect
During the #attle 'hase, when you make an +ttack &aneuver on the same 6ount and
against the same target as one of your sisters, you may add N( to the die roll for the +ttack
6heck and N( to the damage dealt.
Insert description here.
Name Timing Cost 1ange
*nstantaneous +uto None elf
3ffect
During the #attle 'hase, when you perform an +ttack &aneuver, nobody other than
you can perform a &aneuver with the timing .6heck. or .:apid. in response.
Insert description here.
Name Timing Cost 1ange
Dea! on
Target
+uto None elf
3ffect
During the #attle 'hase, if you roll > on an +ttack 6heck, you may choose which
1ocation to deal damage to.
Insert description here.
Nechronica:0othic

Description
-eretical Dolls.
The natural enemy of the dead.
Dolls built to oppose the 8ndead.
6annibals in their right mind.
The specialty of this 6lass is all manner of heresy. 3aters of the dead, they strike fear into
other 8ndead as the ape" predators of the food chain.
1einforcement Points
.rmament Mutation 4nhancement
) ( (
$pecial $(ill
Name Timing Cost 1ange
<oracity :apid ) elf
3ffect :egenerate a :einforcement 'art of yours that was damaged.
Insert description here.
$(ills
Name Timing Cost 1ange
Feast of Flesh +ction ( elf
3ffect :egenerate a #asic 'art of yours that was damaged.
Insert description here.
Name Timing Cost 1ange
Pre!ator Damage < )
3ffect tagger all enemies in the same +rea as you.
Insert description here.
Name Timing Cost 1ange
&ic( /o9ls :apid ) )?(
3ffect -inder &ove (.
Insert description here.
Name Timing Cost 1ange
<ile 1epast +uto None ee #elow
3ffect
0hen you cause the target of your +ttack to make a Dismemberment 6heck, they receive
a penalty of -< to the die roll.
Insert description here.
Name Timing Cost 1ange
Delight in
Corruption
Damage ) elf
3ffect
/ou may use a %:apid%, %6heck% or %Damage% maneuver that you have already
used once for a second time.
Insert description here.
Nechronica:1e2uiem

Description
Dolls that use firearms.
:e,uiems of the end.
Fantasias for those without souls.
The sole notes heard within this world.
The specialty of this 6lass is range. 6reated to defend important positions, they also e"cel
as guerillas. The report of their guns are the only melodies that resound within this ruined
world, like bells tolling for those whom they lay to rest.
1einforcement Points
.rmament Mutation 4nhancement
< ) )
$pecial $(ill
Name Timing Cost 1ange
Magic 3ullet +uto None elf
3ffect
During the #attle 'hase, when you make a :anged +ttack &aneuver, its ma"imum
range increases by N(.
Insert description here.
$(ills
Name Timing Cost 1ange
0un 0o! +uto None elf
3ffect
0hen you make an +ttack 6heck for a :anged +ttack &aneuver, you may add N( to the
die roll.
Insert description here.
Name Timing Cost 1ange
-an! of Death :apid ) elf
3ffect /ou may use an +ttack &aneuver of your choice as if its Timing were %:apid%.
Insert description here.
Name Timing Cost 1ange
&ullaby +uto None elf
3ffect
During the #attle 'hase, you may take a penalty of -( to the +ttack 6heck of a :anged
+ttack. *f you do, the 6ost of the &aneuver is decreased by ( =minimum (.A
Insert description here.
Name Timing Cost 1ange
0un =ata 6heck < )?(
3ffect -inder <. +fterwards, you may make a :anged +ttack ( against the same target.
-fficial .A/ says this is considered an Attack ,aneuver and can be used with +ullaby, etc.
Name Timing Cost 1ange
Concentration :apid < elf
3ffect 8ntil the end of the :ound, all your +ttack 6hecks gain N( to the die roll.
Insert description here.
Nechronica:3aro2ue

Description
Deformed Dolls.
&anufactured mutants.
haped to another.s whim.
0oven from twisted flesh.
The specialty of this 6lass is mutation. They are chimeras created from a multitude of
corpses. Their incomprehensible bodies possess incomprehensible abilities. There are
many whom are particularly swift.
1einforcement Points
.rmament Mutation 4nhancement
) < )
$pecial $(ill
Name Timing Cost 1ange
Mutate!
3eing
+uto None elf
3ffect
During the #attle 'hase, when you are hit with an +ttack that did not roll a 6ritical
uccess, you may choose which 1ocation it hits =unless you have lost all 'arts from that
1ocation.A
Insert description here.
$(ills
Name Timing Cost 1ange
Ma! Demon +uto None elf
3ffect
0hen you make an +ttack 6heck for an 8narmed +ttack &aneuver, you may add N( to
the die roll.
Insert description here.
Name Timing Cost 1ange
$uper $trength +uto None elf
3ffect /our 8narmed and &elee +ttacks deal N( damage.
Insert description here.
Name Timing Cost 1ange
46treme Mutation ee #elow None elf
3ffect
0hen you learn this skill, you may ac,uire an additional Tier B &utation.
This is not limited by your :einforcement 'oints, and you may regenerate it as
normal.
Insert description here.
Name Timing Cost 1ange
=armic Corpse +uto None elf
3ffect +t the end of the #attle 'hase, you may regenerate two 'arts of your choice.
Time and time again you!ve been sliced, smashed and shattered to pieces.
hat does it matter if you get a little broken now#
Nechronica:1omanes2ue

Description
Dancing Dolls.
'rincesses of the netherworld.
6orpses trapped in a tarantella.
#eloved playthings, cast away.
The specialty of this 6lass is adroit mobility. 0hen they were alive, they danced for
others. pleasure- dances as precise as clockwork, down to the movements of their
fingertips. +nd now, !ust as they were then, they shall be beloved once again.
1einforcement Points
.rmament Mutation 4nhancement
) ) <
$pecial $(ill
Name Timing Cost 1ange
3attle Mai!en +uto None elf
3ffect /our &a"imum +ction 'oints increase by N<.
Insert description here.
$(ills
Name Timing Cost 1ange
:alt; :apid ( elf
3ffect
8ntil the end of the :ound, every +ttack which targets you receives a penalty of -( to the
+ttack 6heck =if it is an +rea +ttack, the penalty only applies to hitting you.A
Insert description here.
Name Timing Cost 1ange
Dance of Death 6heck ) elf
3ffect /ou may reroll the die for an +ttack 6heck.
Insert description here.
Name Timing Cost 1ange
Tuning :apid ) )
3ffect
8ntil the end of the turn, the target may benefit from the effects of a damaged 'art as if it
were not damaged.
Insert description here.
Name Timing Cost 1ange
Caress :apid ) )
3ffect tagger.
Insert description here.
Name Timing Cost 1ange
Cloc(9or( ee #elow None elf
3ffect
0hen you learn this skill, you may ac,uire an additional Tier B 3nhancement.
This is not limited by your :einforcement 'oints, and you may regenerate it as normal.
Insert description here.
Nechronica:Maneu+ers
Timing
.uto
Takes effect simultaneously with the declaration of its use. +utomatically successful if the
conditions for use are satisfied.
9enerally, these &aneuvers have no 6ost, and are usable during the +dventure 'hase and
3nd 'hase as well.
.ction
8sable during the #attle 'hase when the 6ount matches your +ction 'oints. 6an be used
any number of times during a :ound.
Chec(
8sable during the #attle 'hase when anyone within range makes a 6heck =after they roll the
dice.A 9enerally each &aneuver of this type is usable only once per :ound.
Damage
8sable during the #attle 'hase whenever a target within range takes damage. 9enerally
each &aneuver of this type is usable only once per :ound.
1api!
8sable during the #attle 'hase whenever anyone declares a &aneuver =this includes other
&aneuvers with :apid Timing.A
&aneuvers with this Timing occur before the &aneuvers they were declared in reaction to
and override their result. 2ne cannot decide to use them after a &aneuver has already taken
effect.
&ay also be used as an +ction itself when the 6ount matches your +ction 'oints. 8nless
otherwise stated, each &aneuver of this type is usable only once per :ound.
4ffects
>> .ttac( ?
&ake an +ttack 6heck against a target within range. The area it hits takes O points of
damage. =ee the section on +ttacks in the :ule ection for further e"planation.A
1isted below are the four types of +ttacks.
Depending upon the involved parties. kills and 'arts, some types of +ttacks may
become stronger or weaker.
5narme! .ttac(
-and-to-hand attacks made with one.s own body.
Melee .ttac(
+ttacks made using blades or blunt weapons.
1ange! .ttac(
1ong-ranged attacks generally made with firearms.
3last .ttac(
1arge-scale attacks made using e"plosives or cannons.
Mo+e ? + target within range can move to an +rea of the #attle &ap up to O +reas distant.
2rdinarily, the target is .elf., but there also e"ist &aneuvers that enable others to
move.
*n these cases, the target can be forced to move in a direction of the &aneuver user.s
choice.
-owever, to move entirely off the #attle &ap from 3den or Tartarus, it is necessary to
do so voluntarily using the %3scape% rules.
:egardless of the range of movement, always stop at 3den or Tartarus.
$upport ?
+ target within range adds NO to the result of a die roll.
*f the final sum is (( or greater, the result becomes a 6ritical uccess.
-in!er ?
+ target within range takes a penalty of -O from the result of a die roll.
*f the final sum is ( or less, the result becomes a 6ritical Failure.
Defen! ?
+ target within range takes a penalty of -O from damage they have !ust taken =to a
minumum of ).A
*f the damage of an +ttack is reduced to ), and it possessed special effects such as
Dismembering or 3"plosive, these effects can be nullified at your discretion.
-in!er Mo+e
?
+ target within range e"ecuting a &ovement &aneuver has its range reduced by -O =to
a minimum of ).A
$tagger
+ target within range takes a penalty of -< from their current +ction 'oints.
*f written in the format %+ttack O N tagger%, the effect does not occur unless the attack
hits.
Dismember
Typically written %HH +ttack O N Dismember%. *f the attack hits, the target must make
a Dismemberment 6heck. *n the case of failure, all of the parts in the 1ocation that was
hit are damaged. -owever, if Defend or similar effects negate the damage of the attack,
its %Dismember% property is lost.
46plosi+e
Typically written %HH +ttack O N 3"plosive%. *f the attack hits, both the 1ocation that
was hit and an ad!acent 1ocation suffer the same amount of damage. -owever, if
Defend or similar effects negate the damage of the attack, its %3"plosive% property is
lost.
For e"ample, if the Torso is hit, either the +rms or the 1egs suffer the same amount of
damage. *f the -ead was hit the damage must be applied to the +rms, and if the 1egs
were hit the damage must be applied to the Torso.
.rea .ttac( Typically written %HH +ttack O N +rea +ttack%. The target of this attack is a single
+rea within range. *f it hits, all those present within the area are damaged =unless
otherwise specified, this includes the one making the attack and her allies.A
*t is only necessary to make one check4 the hit decision applies to all within the area of
effect. *n the event of a 6ritical Failure, the +rea +ttack property is lost, and it is
treated the same as any other 6ritical Failure.
Chain .ttac(
Typically written %HH +ttack O N 6hain +ttack O%. *f the attack hits, after the damage
has been applied, the same attack may be made again =it is not necessarily to pay an
additional 6ost for 6hain +ttacks.A
The O 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.
Nechronica:3asic Parts
$ump to5 navigation, search
&ocation Name Timing Cost 1ange
+rms Fist +ction < )
3ffect 8narmed +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
+rms .rm 6heck ( )
3ffect upport (
Insert description here.
&ocation Name Timing Cost 1ange
+rms $houl!er +ction C elf
3ffect &ove (
Insert description here.
&ocation Name Timing Cost 1ange
1egs 3one +ction B elf
3ffect &ove (
Insert description here.
&ocation Name Timing Cost 1ange
1egs Foot 6heck ( )
3ffect -inder (
Insert description here.
&ocation Name Timing Cost 1ange
-ead 3rain +uto None elf
3ffect &a"imum +ction 'oints N<
Insert description here.
&ocation Name Timing Cost 1ange
-ead 4yeballs +uto None elf
3ffect &a"imum +ction 'oints N(
Insert description here.
&ocation Name Timing Cost 1ange
-ead /a9 +ction < )
3ffect 8narmed +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
Torso $pine +ction ( )
3ffect
2ne &aneuver you use on the ne"t 6ount during this :ound has its 6ost reduced by ( =to a
minimum of ).A
Insert description here.
&ocation Name Timing Cost 1ange
Torso 4ntrails +uto None None
3ffect None
Insert description here.
Nechronica:.rmaments
Tier 1 .rmaments
&ocation Name Timing Cost 1ange
-ead =ung Fu +uto None elf
3ffect &a"imum +ction 'oints N(
Insert description here.
&ocation Name Timing Cost 1ange
+rms Nail 3at +ction < )
3ffect &elee +ttack ( N 3"plosive
Insert description here.
&ocation Name Timing Cost 1ange
+rms Metal 3ar +ction B )
3ffect &elee +ttack <. +dd N( to the die roll of the +ttack 6heck.
Insert description here.
&ocation Name Timing Cost 1ange
+rms .6e +ction B )
3ffect &elee +ttack B
Insert description here.
&ocation Name Timing Cost 1ange
+rms Meat Clea+er +ction < )
3ffect &elee +ttack <
Insert description here.
&ocation Name Timing Cost 1ange
+rms =atana +ction < )
3ffect &elee +ttack ( N Dismember
Insert description here.
&ocation Name Timing Cost 1ange
+rms Chainsa9 +ction B )
3ffect &elee +ttack < N Dismember
Insert description here.
&ocation Name Timing Cost 1ange
+rms -an!cannon +ction < )?(
3ffect :anged +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
+rms $niper 1ifle +ction < <?B
3ffect :anged +ttack (. +dd N( to the die roll of the +ttack 6heck.
Insert description here.
&ocation Name Timing Cost 1ange
+ny Moloto+ Coc(tail +ction < )?(
3ffect #last +ttack ( N 3"plosive N 6hain +ttack (. The +ttack 6heck receives a penalty of -(.
Insert description here.
Tier 2 .rmaments
&ocation Name Timing Cost 1ange
+ny 3arbe! :ire Damage ) elf
3ffect /ou may only use this &aneuver after you have taken damage. &elee +ttack Damage N(.
Insert description here.
&ocation Name Timing Cost 1ange
1egs 3oot =nife +ction < )
3ffect &elee +ttack <. +dd N( to the die roll of the +ttack 6heck.
Insert description here.
&ocation Name Timing Cost 1ange
-ead 3oost :apid ) )
3ffect /ou may not use this in response to your own &aneuvers. &ove (.
Insert description here.
&ocation Name Timing Cost 1ange
+rms .rmor Plating Damage ) elf
3ffect Defend ( N Negate %3"plosive%
Insert description here.
&ocation Name Timing Cost 1ange
+rms 3all @ Chain +ction < )?(
3ffect &elee +ttack ( N tagger
Insert description here.
&ocation Name Timing Cost 1ange
+rms $hotgun +ction < )?(
3ffect :anged +ttack ( N 3"plosive. +dd N( to the die roll of the +ttack 6heck.
Insert description here.
&ocation Name Timing Cost 1ange
+rms Machine 0un +ction B (
3ffect :anged +ttack ( N +rea +ttack
Insert description here.
&ocation Name Timing Cost 1ange
+rms 3ear 0un +ction B )?<
3ffect :anged +ttack B
Insert description here.
&ocation Name Timing Cost 1ange
+rms T9in Pistols +ction B )?(
3ffect :anged +ttack < N 6hain +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
+ny -an! 0rena!e :apid < )?(
3ffect #last +ttack < N 3"plosive. The +ttack 6heck receives a penalty of -(.
Insert description here.
Tier .rmaments
&ocation Name Timing Cost 1ange
+rms 0reat =nife +ction B )
3ffect &elee +ttack C. +dd N( to the die roll of the +ttack 6heck.
Insert description here.
&ocation Name Timing Cost 1ange
+rms &a9nmo9er +ction B )
3ffect &elee +ttack B N 6hain +ttack <.
Insert description here.
&ocation Name Timing Cost 1ange
+rms $uperior =atana +ction < )
3ffect &elee +ttack < N Dismember. +dd N( to the die roll of the +ttack 6heck.
Insert description here.
&ocation Name Timing Cost 1ange
+ny Monofilament +ction < )?(
3ffect &elee +ttack ( N Dismember N 6hain +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
+rms Flying 0uillotine +ction B )?(
3ffect &elee +ttack ( N Dismember N tagger
Insert description here.
&ocation Name Timing Cost 1ange
+rms .nti8Tan( 1ifle +ction C (?B
3ffect :anged +ttack ;
Insert description here.
&ocation Name Timing Cost 1ange
+rms 5n!ea! 0un +ction B (?<
3ffect :anged +ttack ( N 3"plosive N +rea +ttack
Insert description here.
&ocation Name Timing Cost 1ange
+rms Flame Thro9er +ction < )?(
3ffect #last +ttack ( N 3"plosive N 6hain +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
+ny Dynamite +ction B )?(
3ffect #last +ttack < N 3"plosive N +rea +ttack
Insert description here.
&ocation Name Timing Cost 1ange
+rms 1oc(et &auncher +ction C (?<
3ffect :anged +ttack C N 3"plosive
Insert description here.
Nechronica:Mutations
Tier 1 Mutations
&ocation Name Timing Cost 1ange
+ny Maggots +uto None elf
3ffect
+t the end of a :ound of combat or the end of the #attle 'hase, if this 'art has been
damaged, you may regenerate it.
Insert description here.
&ocation Name Timing Cost 1ange
Torso Patch9or( +uto None elf
3ffect
+t the end of the #attle 'hase, if this 'art has been damaged, you may regenerate a #asic
'art.
Insert description here.
&ocation Name Timing Cost 1ange
Torso -eart +uto None elf
3ffect &a"imum +ction 'oints N(.
Insert description here.
&ocation Name Timing Cost 1ange
1egs Tail +uto None elf
3ffect &a"imum +ction 'oints N(.
Insert description here.
&ocation Name Timing Cost 1ange
1egs .!hesi+e Pa!s +ction B elf
3ffect &ove (. %-inder &ove% is ineffective against this &ovement.
Insert description here.
&ocation Name Timing Cost 1ange
Torso $lime Damage ( )?(
3ffect
/ou may only use this &aneuver when you receive damage, and only against the target
which inflicted that damage.
8narmed +ttack <.
Insert description here.
&ocation Name Timing Cost 1ange
+rms Cla9s +ction < )
3ffect 8narmed +ttack <,
Insert description here.
&ocation Name Timing Cost 1ange
Torso .lbino 6heck ( )?(
3ffect upport (
Insert description here.
&ocation Name Timing Cost 1ange
Torso 3loo!8$taine! 6heck ( )?(
3ffect -inder (
Insert description here.
&ocation Name Timing Cost 1ange
+ny -ole 6heck ) )?B
3ffect
/ou may only use this &aneuver when an +ttack 6heck is made against you.
-inder (.
Insert description here.
Tier 2 Mutations
&ocation Name Timing Cost 1ange
-ead .nimal 4ars +uto None elf
3ffect
&a"imum +ction 'oints N(. *f you make an +ction 6heck using this 'art, a 6ritical
Failure does not destroy the 'art.
Insert description here.
&ocation Name Timing Cost 1ange
+ny 3oy +uto None elf
3ffect 0hen you make a 6onversation 6heck, you may add N( to the die roll.
Insert description here.
&ocation Name Timing Cost 1ange
+rms 46tra .rms :apid ) elf
3ffect /ou may perform one +ction &aneuver of your choice as if its timing were %:apid%.
Insert description here.
&ocation Name Timing Cost 1ange
+ny 3one $pear +ction < )
3ffect 8narmed +ttack ( N 6hain +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
+ny $tinger +ction B )
3ffect 8narmed +ttack B
Insert description here.
&ocation Name Timing Cost 1ange
-ead $lobber 6heck < )?(
3ffect -inder ( N tagger
Insert description here.
&ocation Name Timing Cost 1ange
+ny 46tra 4yes 6heck ( )?(
3ffect upport <
Insert description here.
&ocation Name Timing Cost 1ange
+ny Tentacles :apid ( )?(
3ffect -inder &ove (
Insert description here.
&ocation Name Timing Cost 1ange
+ny <ine 6heck ) )
3ffect upport ( or -inder (
Insert description here.
&ocation Name Timing Cost 1ange
Torso $cales Damage ( elf
3ffect Defend <
Insert description here.
Tier Mutations
&ocation Name Timing Cost 1ange
1egs 46tra &egs +uto None elf
3ffect
*f 'arts located upon your 1egs other than this one have been destroyed, you may use their
maneuvers as normal.
Insert description here.
&ocation Name Timing Cost 1ange
-ead 46tra -ea! +uto None elf
3ffect &a"imum +ction 'oints N<.
Insert description here.
&ocation Name Timing Cost 1ange
Torso $(inny +uto None elf
3ffect
2nce during each #attle 'hase, you may declare a 6heck to be immune from %-inder%
&aneuvers.
Insert description here.
&ocation Name Timing Cost 1ange
+ny &i2ui! 1ot +ction B )?(
3ffect 8narmed +ttack ( N 3"plosive N tagger
Insert description here.
&ocation Name Timing Cost 1ange
+ny Flesh :hip +ction B )?(
3ffect 8narmed +ttack < N 6hain (
Insert description here.
&ocation Name Timing Cost 1ange
+ny Crac(e! Flesh Damage ) elf
3ffect Defend <
Insert description here.
&ocation Name Timing Cost 1ange
1egs .nimal &egs +ction < elf
3ffect &ove (?<
Insert description here.
&ocation Name Timing Cost 1ange
+ny Corpse Mushroom 6heck ) )
3ffect -inder <
Insert description here.
&ocation Name Timing Cost 1ange
Torso Aua!ruple .mputee +uto None elf
3ffect
0hen you take damage to your +rms or 1egs, you may divide that damage among all your
1ocations as you wish. *f you need to make a Dismemberment 6heck, choose one 1ocation
to make it for.
Insert description here.
&ocation Name Timing Cost 1ange
-ead -appy Pills Damage ( elf
3ffect
/ou may only use this &aneuver when you take Damage.
:emove one &adness 'oint from a Fetter of your choice.
Insert description here.
Nechronica:4nhancements
Tier 1 4nhancements
&ocation Name Timing Cost 1ange
+ny &imiter Damage ) elf
3ffect /ou may only use this &aneuver if this 'art is damaged. &a"imum +ction 'oints N<.
Insert description here.
&ocation Name Timing Cost 1ange
-ead .!renaline +uto None elf
3ffect &a"imum +ction 'oints N(
Insert description here.
&ocation Name Timing Cost 1ange
-ead $abertooth +ction < )
3ffect 8narmed +ttack <
Insert description here.
&ocation Name Timing Cost 1ange
+ny /et No;;le Damage ee #elow elf
3ffect
/ou may only use this &aneuver when you are dealing damage. +s its 6ost, damage one of
your own #asic 'arts of your choice. +dd N( damage to a 8narmed or &elee +ttack =only
once per attack.A /ou may use this any number of times per :ound.
Insert description here.
&ocation Name Timing Cost 1ange
+rms $cissor -an!s +ction < )
3ffect 8narmed +ttack ( N Dismember
Insert description here.
&ocation Name Timing Cost 1ange
Torso .rmor $(in Damage ) elf
3ffect Defend (
Insert description here.
&ocation Name Timing Cost 1ange
Torso $teel 3ones Damage ( elf
3ffect Defend ( N Negate %Dismember%
Insert description here.
&ocation Name Timing Cost 1ange
-ead 3olt -ea! 6heck ( elf
3ffect upport <
Insert description here.
&ocation Name Timing Cost 1ange
+ny 1emote .ttac( +ction B )?(
3ffect 8narmed +ttack ( N tagger
Insert description here.
&ocation Name Timing Cost 1ange
-ead <oice 4ffect :apid < )?<
3ffect /ou may make a mutual 6onversation 6heck with your target sister.
Insert description here.
Tier 2 4nhancements
&ocation Name Timing Cost 1ange
+ny Bombie 3omb Damage ) )
3ffect
8se this &aneuver only when this 'art has been damaged. #last +ttack < N 3"plosive N
+rea +ttack. Do not roll an +ttack 6heck4 the result of the 6heck is automatically D.
Insert description here.
&ocation Name Timing Cost 1ange
+ny 1efle6es +uto None elf
3ffect &a"imum +ction 'oints N(
Insert description here.
&ocation Name Timing Cost 1ange
+ny 4lectrigger +ction < )
3ffect 8narmed +ttack ( N tagger
Insert description here.
&ocation Name Timing Cost 1ange
+ny Drill +ction B )
3ffect &elee +ttack <. %Defend% &aneuvers are ineffective against this attack.
Insert description here.
&ocation Name Timing Cost 1ange
+ny .ssassin 3la!e :apid < )
3ffect &elee +ttack < N 6hain +ttack (
Insert description here.
&ocation Name Timing Cost 1ange
+ny &aser 3eam +ction B )?B
3ffect :anged +ttack ( N Dismember
Insert description here.
&ocation Name Timing Cost 1ange
-ead $cope 6heck ) elf
3ffect upport <. 8se this &aneuver only when making a :anged or #last +ttack.
Insert description here.
&ocation Name Timing Cost 1ange
+ny $pi(es Damage ( elf
3ffect
8se this &aneuver only after you have taken damage. +dd N< to the damage of an
8narmed or &elee +ttack.
Insert description here.
&ocation Name Timing Cost 1ange
+ny Tentacle :apid ( )?(
3ffect -inder &ove (
Insert description here.
&ocation Name Timing Cost 1ange
+ny :ire 1eel :apid B )?<
3ffect &ove (
Insert description here.
Tier 4nhancements
&ocation Name Timing Cost 1ange
+rms 0auntlet +uto None elf
3ffect
Defend ( =can only defend the +rms.A 0hen a 8narmed or &elee +ttack is made using a
'art located on the +rms, add N( to the damage.
Insert description here.
&ocation Name Timing Cost 1ange
1egs Crab &egs +uto None elf
3ffect
Defend ( =can only defend the 1egs.A 0hen a 8narmed or &elee +ttack is made using a
'art located on the 1egs, add N( to the damage.
The description references PPPP, which you probably know as Fuchikoma or Tachikoma from .9host in
the hell..
&ocation Name Timing Cost 1ange
+ny Manipulator :apid < )?(
3ffect -inder &ove ( N tagger
Insert description here.
&ocation Name Timing Cost 1ange
Torso Cyborg Damage ) elf
3ffect Defend <
Insert description here.
&ocation Name Timing Cost 1ange
+rms .rm <ise 6heck ( )
3ffect upport < or -inder <
Insert description here.
&ocation Name Timing Cost 1ange
Torso .uto8$eparate +uto None elf
3ffect The %Dismember% effect is ineffective against you.
Insert description here.
&ocation Name Timing Cost 1ange
-ead 4mbalming 6heck < )
3ffect -inder <. /ou may use this &aneuver any number of times per :ound, but only once per
6heck.
Insert description here.
&ocation Name Timing Cost 1ange
+ny Pilebun(er +ction < )
3ffect
&elee +ttack (. %Defend% &aneuvers are ineffective against this attack. *f the attack hits,
you may force the target to &ove into an ad!acent area.
Insert description here.
&ocation Name Timing Cost 1ange
+ny &ight $aber +ction < )
3ffect &elee +ttack ( N Dismember N 6hain (.
Insert description here.
&ocation Name Timing Cost 1ange
1egs -opper :apid < elf
3ffect &ove (. %-inder &ove% &aneuvers are ineffective against this movement.
Insert description here.
Nechronica:$ession Flo9
/ou.ve created your Dolls. The sisters have gained their Fetters towards each other. +t
last, it.s time for the Necromancer to start the ession.
2ne cannot avoid conflict during a session of Nechronica. 3ach ession centers around a
single battle. There should not be multiple battles during a single ession. *f it is
necessary that several battles occur in the same location, they should span multiple
essions.
#elow are the three phases into which a Nechronica ession is divided.
.!+enture Phase5 The heart of the ession.s story. Depicts the Dolls. situation and
the incidents they inevitably become embroiled in.
3attle Phase5 The heart of the ession.s gameplay. The dolls bare their fangs, and
fight against other undead, mutants, and such foes.
4n! Phase5 1ast rites as the story and the game both come to an end.
'lease take note that some rules differ depending on which phase the ession is in.
.!+enture Phase
2nce the Dolls are made, their Fetters decided, the session opens with the +dventure
'hase.
Depending on the scenario, the length of this 'hase may vary. There may be little to it, or
it may last a considerable amount of time.
#elow are events that take place during this 'hase.
.nnouncement of =arma
%Garma% refers to the goals that the Necromancer specifies for the Dolls to accomplish.
3ach Doll should have an understanding of her Garma. Thus, if the Garma are related to
secrets within the coming ession, it.s acceptable to wait until the #attle 'hase to reveal
them.
5n!erstan!ing the $ituation
+t the same time as their Garma is declared, the Necromancer should make clear to the
Dolls where they are and what situation they are in. They should listen well and ask
,uestions about anything they don.t understand.
The Necromancer.s description will allow the 'layers to decide which actions their Dolls
should take. They should begin by reacting to the situation as the Necromancer described
it, e"pressing their thoughts and feelings towards the other Dolls.
Con+ersation bet9een the Dolls
*n order to come to a better understanding of their 'ositions and the Fetters borne
between them, the Dolls should converse with each other at this time. 8pon this occasion
or any other when they converse with one another, they may make a 6onversation 6heck
and reduce their &adness 'oints.
.n *nci!ent .rises
:arely will the situation in which the Dolls were placed stay the same for long. The Dolls
themselves may notice something or take some action which causes it to change. The
'layers will thus involve their Dolls in an incident. *f too long passes without anything
une"pected happening, the minds and bodies of the Dolls will slowly break down.
+ction 6hecks may be rolled to determine the results of the Dolls. actions. *n addition, if
they notice or witness something terrifying, they should make &adness 6hecks.
4ncountering the 4nemy
The Dolls must encounter enemies they cannot avoid fighting. *f the enemies have wills
of their own, it may be possible to converse with them first. -owever, regardless of the
enemies. disposition, they should stand to benefit from combat and make an effort to
provoke it.
*f there.s no room for talk, it.s also common for a fight to break out as soon as the parties
meet.
0hen the battle starts, the +dventure 'hase is over. The #attle 'hase has begin.
3attle Phase
:arely does a session of Nechronica end without conflict. #elow are described the events
of this 'hase.
3efore the 3attle
*f the Garma was not announced during the +dventure 'hase, it should be announced at
this time. 3ach Doll should have an understanding of her Garma.
Ne"t, the 7ictory 6ondition should be specified. The Necromancer must declare a
7ictory 6ondition upon beginning the #attle 'hase.
Finally, if any of the Dolls have kills or &adness penalties that occur at the beginning of
combat, they should take effect. +fter each player has carried out their preconditions,
combat can begin.
3attle
The rules for combat are in a following section. 6ombat ends when the Dolls satisfy the
7ictory 6ondition or are completely destroyed. *f the Dolls were completely destroyed,
skip directly to the 3nding.
.fter the 3attle
+fter they have won the battle, those Dolls whose Treasures were not damaged may
remove a &adness 'oint from their Fetters towards them. if any of the Dolls have kills
or &adness penalties that occur at the end of combat, they should take effect. 3ach player
should carry out their postconditions. +fter everything related to combat has been
finished, the #attle 'hase ends and the 3nd 'hase begins.
4n! Phase
0hen combat is over, the ession enters its final 'hase. The steps of the 3nd 'hase are
listed below. -owever, if the #attle 'hase ended due to the Dolls being destroyed, only
the 3nding and receiving Favor 'oints are necessary.
1epairing Parts
+t this time during the ession, the Dolls may be allowed to repair their damaged 'arts.
The details of this are up to the Necromancer.
Con+ersation bet9een the Dolls
$ust as during the +dventure 'hase, the Dolls are welcome to make 6onversation 6hecks.
The 4n!ing
The incident has been resolved, the battle has been won, and now the story is coming to a
close. #ut there.s still time to make +ction 6hecks and &adness 6hecks.
The Dolls may have escaped from the enemy, learned new information, or even
discovered some kind of faint hope for the future. Through vivid description, the
Necromancer should strive to elicit a reaction from the 'layers and their Dolls.
The Ne6t $ession
+fter the story of the ession has ended, the Necromancer should award Favor 'oints to
each player. This happens even if their Dolls were destroyed. The 'layers can spend
Favor 'oints to enhance their Dolls. abilities. +fter the Favor 'oints have been given out,
the ession comes to an end. *f there.s still time left, everyone can move straight on to the
ne"t ession.
Nechronica:Chec(s
6hecks are a rule used fre,uently during the session. + 6heck is made when a Doll =or an
enemyA performs an action to determine how successful they are. 2f course, for things
like !ust walking, noticing a diary on the ground right in front of them, or talking to their
sisters, there.s no need to make a 6heck. 6hecks 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 8ndead with a gun... it.s actions like these a Doll will need to make checks for.
&aking a 6heck essentially refers to rolling a single ten-sided die. *f the result is ; or
less, it.s a failure. 0hereas si" or greater is a success. For some 6hecks, modifiers may be
added or subtracted from the die roll. *n these cases, the modified die roll is known as the
6heck :esult.
*f the 6heck :esult is ( or lower, a 6ritical Failure results =modifiers may cause the
6heck :esult to drop to ) or below.A This refers to a result more disastrous than a mere
failure. 6onversely, if the 6heck :esult is greater than ((, it.s a 6ritical uccess. This
represents a success more impressive than could be e"pected.
Depending on the situation, there are many kinds of 6hecks 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 6heck by taking a
&adness 'oint upon a Fetter of her choice =e"plained further in the ne"t section.A
.ction Chec(s
During the +dventure 'hase and the 3nd 'hase, actions generally take the form of
6hecks.
To perform actions secretly, notice something hidden, and land safely when !umping
from a high place are some e"amples of actions where the determination of the Doll
herself would not guarantee success. The Necromancer should have the players roll
6hecks for these actions =please don.t do it yourself.A
*f there are 'arts or Fragments of &emory that would be of assistance, with the
Necromancer.s permission they may be used to roll up to B bonus dice =for a total of C.A
kills cannot be used. *n the event that bonus dice are added, the action will be successful
as long as one success was rolled.
-owever, if all of the die rolls are failures and any of the 6heck :esults are ( or lower, a
6ritical Failure results. *f a 'art was used to assist in the 6heck, that 'art is almost certain
to be damaged =using multiple 'arts means they are all damaged.A
'arts used to assist 6hecks may be either #asic or :einforce 'arts. For instance, on a
6heck related to Gnowledge the .#rain. might be used, or on a check related to vision the
.3yeballs. might be used. *t.s the players. choice. +s long as the 'arts in ,uestion are not
damaged, they may be used to add an bonus die.
The Necromancer may add a modifier to +ction 6hecks based on his !udgement of the
action.s difficulty. This will affect the probability of success drastically. #elow is a table
of suggested modifiers.
C2 7ery simple actions. *f one has suitable 'arts to assist them, there.s little chance of failure.
C1 imple actions. #ut don.t let your guard down. 8se your abilities to the fullest.
None lightly risky actions. #etter left to companions if they have a greater aptitude.
81 Difficult actions. There.s a considerable risk of failure, so don.t attempt these carelessly.
82 uccess is unlikely, failure is the norm, and disaster is a distinct possibility.
8 +ll but impossible. *f one uses 'arts in the attempt, they should be prepared to lose them.
The Necromancer's Permission
The Necromancer does not need to permit players to be reckless or add e"tra dice in
desperation. For further advice, consult the Necromancer ection.
Damage upon Critical Failure
*t is not always the 6hecks themselves that are the source of the damage. 8nbeknownst to
the Doll affected, the 'arts may have already been broken, or on the verge of breaking.
Mo!ifiers
*f the Necromancer is unsure of the desired difficulty, it is not necessary to apply a
modifier. +ction 6hecks may be performed without them. *f the roll is low or high, they
may not even make a difference.
Nechronica:Ma!ness
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 &adness 'oints.
Taking a &adness 'oint to reroll a die
Failing a &adness 6heck
+t the end of each round during the #attle 'hase
1osing the target of a Fetter =usually a TreasureA
+s the cost of a &aneuver
Ma!ness an! 3ro(en -earts
3ach Fetter can hold up to a ma"imum of C &adness 'oints. *f any Fetter reaches its limit
of C 'oints, the Doll enters a state of &adness. This state continues until the number of
&adness 'oints upon that Fetter is reduced to B or less.
+t the time &adness arises, various effects will begin occurring depending on the Fetter
causing it. 'lease see the Fetter Table in the %Doll 6reation% section for more details.
*f all of a Doll.s Fetters accumulate C &adness 'oints, and they receive additional
&adness 'oints which they are unable to hold, that Doll enters a #roken--earted state.
The sisters of a Doll who is #roken--earted cannot make 6onversation 6hecks targeted
at her =though she can still make checks targeted at them.A
*f all of the sisters become #roken--earted, the ession immediately comes to an end.
kip directly to the 3nding in the 3nd 'hase. +dditionally, these Dolls cannot be used
again in future essions.
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. *f they are lucky =or perhaps unluckyA, in future essions with other Dolls, the mad
Dolls may appear once more as enemies...
The Descent into Ma!ness
Ta(ing Ma!ness Points to 1eroll
*f not in a #roken--earted state, a Doll may take one &adness 'oint upon a Fetter of her
choice to reroll a 6heck. *f there were kills or other modifiers affecting this 6heck,
apply them likewise to the new roll.
*f the second roll is a failure as well... she.s welcome to reroll as many times as they
want. -owever, if she does so, she must apply all &adness 'oints taken to the same
Fetter. *f that Fetter enters a state of &adness, she cannot reroll again.
+dditionally, 6onversation 6hecks and &adness 6hecks cannot be rerolled.
Changing Fate
Dolls who possess wills of their own, upon those moments they seem about to plunge
into hopeless failure, can risk placing strain upon their convictions and emotions... in
order to change fate itself. *t is this power which allows them to disobey the
Necromancers and walk their own paths.
This seems to simply be an in-universe e0planation for the above rule.
Ma!ness Chec(s
0hen Dolls are witness to a horrifying spectacle or realizations, the Necromancer can tell
them to roll a &adness 6heck.
&adness 6hecks are much the same as other 6hecks, but one cannot take a &adness
'oint to reroll them. +dditionally, during the #attle 'hase, upport or -inder &aneuvers
cannot be used to affect the roll.
*f a Doll fails the 6heck, they take one &adness 'oint upon a Fetter of the player.s
choice. -owever, they cannot choose a Fetter if it is already in a state of &adness.
Depending on the situation, the Necromancer may choose to apply a modifier to the
&adness 6heck, much as can be done with +ction 6hecks. For instance, those witnessing
a horror they have e"perienced in past sessions may have an advantage against it. 2n the
other hand, if one has !ust discovered information more dreadful than she could possibly
imagine, it may be more likely to drive her mad.
0hen a 6ritical uccess is rolled on a &adness 6heck, if that Doll.s sisters are also
rolling &adness 6hecks, she may reassure tham and allow them to add a modifier of her
own 6heck :esult - () to their die rolls. -owever, if a 6ritical Failure is rolled, in
addition to taking a &adness 'oint the Doll must damage a #asic 'art of her choice.
6onsider this a self-in!ury inflicted in her panic.
-orrifying $cenery
2ccasionally, sights and revelations can be more alarming than facing strong enemies in
battle. 0hen one makes an +ction 6heck in order to find something, it.s no given that
what you find will be something of benefit to you.
1oun!s of Combat
3ach time a round ends during the #attle 'hase, participating dolls take one &adness
'oint. Note that if the Dolls fulfill the 7ictory 6ondition, the present :ound is not
considered to have ended and they do not take any additional &adness 'oints.
&osing the Target of a Fetter
0hen people lose something they feel strongly towards, they cannot remain calm. Dolls
have hearts !ust as people do. That is why when they lose the targets of their Fetters, their
hold upon their sanity slips.
*f the target of a Fetter is lost, that Fetter takes a &adness 'oint. -owever, if the Doll is
already in a #roken--earted 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.
&adness 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 &adness 'oints.
Fighting .gainst Ma!ness
Con+ersation Chec(s
These are checks that may be performed during any 'hase, as the result of a &aneuver or
at the Necromancer.s discretion. *n order to maintain their sanity, it is essential that
someone =or perhaps somethingA is present for the Dolls to hold conversations with.
*f a 6heck of this type is successful, a Doll may remove some of the madness she has
accumulated.
6onversation 6hecks may be performed during the +dventure 'hase or 3nd 'hase
towards other Dolls =or perhaps avants or NecromancersA, so long as the Necromancer
permits. -owever, a Treasure or someone in a #roken--earted state may not be chosen
as the target. #roken--earted Dolls may still perform 6onversation 6hecks of their own
towards targets who are not #roken--earted.
'rior to making the 6heck, the 'layer and Necromancer must confirm that the total
&adness 'oints removed during this 'hase does not e"ceed the number of Fragments of
&emory recovered. *f with this 6onversation 6heck, the &adness 'oints removed would
e"ceed the number of Fragments of &emory recovered, the 6heck may not be made.
The 6heck is made in the same fashion as an +ction 6heck, with a success allowing one
&adness 'oint to be removed from the Fetter towards the target. 2ne cannot take a
&adness 'oint to reroll them, now can upport or -inder &aneuvers cannot be used to
affect the roll. 6onversation 6hecks can only be performed during the #attle 'hase as the
result of a &aneuver. *f the 'layers hold a particularly lively or emotional conversation,
the Necromancer may award them a modifier of N(?B to the 6onversation 6heck. This is
to encourage the 'layers to have their Dolls engage in vivid Dialogue. The Necromancers
should give generous bonuses to 'layers when they roleplay e"cellently.
0hen a 6ritical Failure occurs on a conversation check, something special happens. +fter
rolling a ten-sided die, consult the Fetter Table and change your relationship towards the
target of the 6onversation 6heck to the type of Fetter you rolled. /ou 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.
1ikewise, if you score a 6ritical uccess on a 6onversation 6heck, you may roll to
change the Fetter type if you wish =it.s fine if you don.t want to.A *f you would like to
change your relationship, this effect may be desirable..
6onversation 6hecks are one of the few ways to remove &adness 'oints. During each
'hase, one should perform as many 6onversation 6hecks as they can and remove
&adness 'oints up to the limit their Fragments of &emory allow. -owever, if you have
no &adness 'oints left, there.s no need to make 6onversation 6hecks.
Defeating $a+ants
8nder terms the Necromancer specifies, it may be possible to recruit a avant as an ally.
Not all avants are slaves to the Necromancers. *t is possible she will become one of their
sisters if they are able to calm the madness consuming her heart.
3ro(en -earts
*f all of one.s Fetters have accumulated C &adness 'oints, that e"presses the fact that she
has gone completely crazy. avants and Necromancers may not have broken hearts in the
sense that Dolls do, but at the Necromancer.s discretion it may be wise to treat them as if
they did.
1emo+ing Ma!ness
3ach Doll is initially able to hold only B &adness 'oints upon each Fetter. *f one has to
make many &adness 6hecks, the possibility that they will succumb to &adness is high.
+ny time that one is given has the opportunity, they should make 6onversation 6hecks.
Fragments of Memory
+ll Dolls begin with two Fragments of &emory.
During a ession, they may ac,uire additional Fragments of &emory during the
+dventure and 3nd 'hases. They may recover these when they e"plore places related to
their past or do things related to their past.
The number of Fragments of &emory a Doll possesses is the upper limit to the number of
&adness 'oints they may remove during each 'hase. To ac,uire Fragments of &emory,
Dolls should fulfill their Garma and ac,uire Favor 'oints. During the ession, 'layers are
encouraged to actively search for their past.
The ma"imum number of Fragments of &emory a Doll can possess is >. *t is possible to
recover Fragments of &emory beyond this, but they will not affect the amount of
&adness 'oints that can be removed during each 'hase. 'lease record having seven
Fragments of &emory and beyond merely as a note in the Doll.s background.
Their 79n Past
For more information on when the Necromancer should give out Fragments of &emory,
please see the Necromancer ection.
Treasures
8pon creation, all Dolls possess a single Treasure. These are beautiful, memorable, or
important things that Dolls find as they wander the world. +s essions occur, Dolls may
come to ac,uire additional Treasures.
During the +dventure 'hase or 3nd 'hase, if one e"plains their reasons to the
Necromancer and he permits it, one may keep an ob!ect they have found as a Treasure.
They should place it in a 1ocation of their choice as a 'art.
-owever, since Treasures are treated like other 'arts, they can take damage and be
destroyed. *f a Treasure is destroyed, the target of the Fetter has been lost, and the Doll
takes a &adness 'oint upon their %Dependent on Treasure% Fetter.
Treasures are not considered to be either #asic 'arts or :einforcement 'arts. For that
reason, they cannot be recovered during the 3nd 'hase =as is e"plained later.A
2n the upside, when one has Treasures, at the end of the #attle 'hase, they may remove
one &adness 'oint from a Fetter of their choice for each undamaged Treasure they have.
*n particular, this is necessary to remove &adness upon the %Dependent on Treasure%
Fetter, which cannot be removed by other means.
-owever, one may not recover from &adness 'oints in e"cess of the number of
Fragments of &emory they possess. *f one has already used &aneuvers to remove
&adness 'oints during the #attle 'hase, 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 ac,uire too many Treasures and to protect them.
.!!itional Treasures
The Necromancer does not have to be generous in allowing 'layers to ac,uire new
Treasures.
1eco+ering 9ith Fa+or Points
From the end of a ession until the beginning of the ne"t one, you may spend C Favor
'oints to remove a single &adness 'oints.
Maneu+ers
6ertain &aneuvers may inflict &adness 'oints as a 6ost or remove them as its effect. For
a detailed e"planation, please see the previous section on &aneuvers.
Nechronica:Combat
The ma!ority of the #attle 'hase consists of combat.
6ombat amongst undead is ,uite different from when humans fight - even if they lose
their arms and head, they.ll keep fighting. Thus, both the Necromancers and 'layers can
tear each other to bits without worry.
6ombat occurs between markers which the Dolls and the Necromancer move around.
Preparing for Combat
6ombat takes place atop a symbolic map called the %tage of #attle.% This map is divided
into five +reas.
The 'layers should deploy their &arkers in the +rea that they decided upon at the time of
character creation.
+fterwards, the Necromancer should specify the 7ictory 6ondition to the players. *f there
is any additional Garma =e"plained laterA, it should also be given at this time. The
Necromancer should then place markers representing enemies or other participants into
+reas of their choice =if they have not already decided beforehand.A
'lace copies of the same markers in the bo"es to the right of the tage of #attle with the
numbers (; through -; written in them. The 'layers, Necromancer and any other
participants should place their markers in the bo" corresponding to their &a"imum
+ction 6ount. +fter the above preparations have been made, the 'layers and
Necromancers should be sure to perform any &aneuvers, etc. that take place %at the start
of the #attle 'hase.% *f there is nothing more of the sort, combat can begin.
<ictory Con!itions an! .nnihilation
6ombat takes place in a variety of situations. Depending on the particular situation, the
Necromancer may specify various 7ictory 6onditions.
0hen the Dolls fulfill these 7ictory 6onditions, they are considered to have won, and
even if there are enemy markers remaining the #attle 'hase comes to an end. /ou may
think of the remaining enemies as having ceased to function when their commander was
taken out, for instance.
6onversely, if all of the isters lose their ability to attack or move, or their Fetters are
entirely consumed by &adness 'oints, they are considered to have been annihilated.
*f this happens, #attle 'hase ends, and :ecovery is not possible. 6ontinue directly to the
3nding in the 3nd 'hase.
Dolls that have been annihilated no longer have any ability to function. *t is up to the
Necromancer what happens to them after this. 3ven after a Doll has been annihilated,
they can continue to receive Favor 'oints. -owever, they cannot be used to participate in
future sessions. The best they can hope for is that parts of them might be used to make
the ne"t set of Dolls.
<ictory Con!itions
For more information on suitable 7ictory 6onditions, please see the Necromancer
ection.
1emaining Mar(ers
6ombat may end in the middle of a :ound. -owever, Dolls do not take any additional
&adness 'oints from this :ound ending.
The Flo9 of Combat
6ombat is divided into units of time known as :ounds. 2ne :ound represents about ten
seconds of time within the setting.
1ikewise, :ounds are themselves divided into units of time known as 6ount. 6ount, in
combination with +ction 'oints, determine the order in which the participants of the
combat act. The participant with the highest &a"imum +ction 'oints is typically the first
to act. The current 6ount will decrease by ( at the Necromancer.s command, eventually
reaching zero. The markers to the right of the tage of #attle should be managed in
accordance with all +ctions taken. +s one.s current +ction 'oints change, their marker
should be moved to the bo" representing their current +ction 'oints.
+t the beginning of the first turn, each combat participant.s +ction 'oints will be the
same as their &a"imum +ction 'oints.
The 6ount will then decrease as the participants take action.
0hen the 6ount reaches ), the :ound is over. +t this time, all of the 'layers must take a
&adness 'oint upon a Fetter of their choice.
+t the beginning of the ne"t :ound, all of the participants recover +ction 'oints e,ual to
their &a"imum +ction 'oints. -owever, be careful when deciding how many +ction
'oints to recover.
*t is possible that 'arts which increase one.s &a"imum +ction 'oints may have been
damaged. *f this is the case, the amount of +ction 'oints one can recover is likewise
different.
For e"ample, if a Doll with () &a"imum +ction 'oints ends the :ound at -< +ction
'oints, she will recover () +ction 'oints and start with D in the ne"t :ound. -owever, if
her #rain and 3yeballs were damaged, she won.t recover the full ten +ction 'oints and
will start with less than @.
+fter all participants in combat have recovered their +ction 'oints, if they were not
already defeated, the new :ound begins. 8ntil one side of the battle either escapes or is
defeated, the procedure above repeats itself.
Ma!ness Points
#attle can be a terrifying thing. Dolls who engage in it are liable to be overcome by
madness if it continues for too long. /et in Nechronica, combat is unavoidable. For the
sake of the Dolls. well-being, it is wise to end combat as ,uickly as possible.
Ma6imum .ction Points
3ven if one.s &a"imum +ction 'oints decrease, their 6urrent +ction 'oints do not.
Therefore, take note that one.s 6urrent +ction 'oints will not be decreased by taking
damage.
.ctions
0hen the 6ount is e,ual to a combat participant.s 6urrent +ction 'oints, they can use
&aneuvers with a Timing of %+ction.%
+lternately, if they do not wish to use a &aneuver, they can declare that they wish to
wait. 0aiting results in their +ction 'oints decreasing by (.
*f they declare that they will use a &aneuver, their +ction 'oints immediately decrease
by the 6ost of that &aneuver.
0hen the 6ount decreases to their new +ction 'oints, they can use that &aneuver a
second time. -owever, it is possible the &aneuver may become unusable if the 'art that
enables it is damaged. #e careful.
&aneuvers with %6heck%, %Damage% or %:apid% timing can be used regardless of one.s
current +ction 'oints or the current 6ount if their other re,uirements are met =%:apid%
&aneuvers must be declared in response to an +ction.A -owever, &aneuvers with these
Timings can be used only one time each :ound.
2ne can use a &aneuver even if paying its 6ost would send their +ction 'oints below
zero. -owever, be careful of going into negative +ction 'oints. 0hen one.s +ction
'oints are below zero, they can use no &aneuvers e"cept for those with Timing %+uto.%
For e"ample, if at 6ount < a Doll uses a &aneuver with a 6ost of C, their +ction 'oints
will now be at -<. +s their +ction 'oints are below zero, until the ne"t :ound, they can
only use &aneuvers with Timing %+uto.%
Costs
6osts are paid at the time the use of a &aneuver is declared. *f that &aneuver is negated
by a :apid &aneuver, its 6ost is paid nonetheless.
1eusing Maneu+ers
There is no limit to the number of times an +ction &aneuver can be used during a
:ound. +s long as the 'art granting it is not damaged, use it as many times as you wish.
7nce Per 1oun!
This applies only to &aneuvers with the same name. 3ven if the effect and Timing are
the same, if they are not an e"act duplicate, similar &aneuvers can be used at another
time. For instance, all Dolls can use their %+rms% and %1egs% each once per turn.
Count Processing
*t is not uncommon that during combat, allies and enemies will have the same number of
+ction 'oints and act during the same 6ount.
+ctions that occur on the same 6ount are treated as if they occurred simultaneously.
For e"ample, if a &ovement &aneuver and an +ttack &aneuver are used at the same
time, the target is assumed to have not yet moved from their original +rea. -owever, if
made using a &aneuver with the Timing %6heck% or %:apid%, the movement will take
place before the attack.
0hen +ctions take place during the same 6ount, the Necromancer should declare theirs
first.
*f the Necromancer.s +ttacks result in 'arts being destroyed, Dolls acting on the same
6ount can still use &aneuvers dependent upon these 'arts =but cannot use the 'arts to to
pay 6osts and such.A
-owever, &aneuvers with the timing %6heck% or %:apid% are considered to pre-empt
these simultaneous actions. *f an +ttack with the timing %6heck% or %:apid% destroys a
'art, a &aneuver using that 'art cannot be made during the same 6ount. 0hen made at
the same time, even if a %6heck%, %Damage% or %:apid% maneuver causes one.s +ction
'oints to decrease, an +ction &aneuver can be made during that 6ount.
-owever, if one.s current +ction 'oints fall below zero, they cannot perform any
simultaneous maneuvers.
6ombat participants may perform multiple %6heck%, %Damage% and %:apid% maneuvers
at the same time. To give an absurd e"ample, a Doll could use their +rms to support a
6heck, while simultaneously hindering it with their 1egs =though doing so would be
meaningless.A
1ikewise, multiple combat participants may perform %6heck%, %Damage% and %:apid%
maneuvers in response to the same action.
0hen the Timing of &aneuvers overlaps, those &aneuvers declared last should be
carried out first. *t.s thus possible to cancel a :apid &aneuver with another :apid
&aneuver. 0hen multiple combat participants are in the fray, %6heck%, %Damage% and
%:apid% maneuvers also follow this rule.
.ttac( Chec(s
These 6hecks are performed when an +ttack &aneuver is used. 'erform a 6heck to
determine which location the attack hits, and look up the result on the table below.
1 or &o9er
6ritical Failure =The attacker chooses an ally in the same +rea as the target, and hits
them in a 1ocation of their choice
28# Failure
%
The target chooses which 1ocation is hit =it cannot be one in which all 'arts are
damagedA
' 1egs =if all 'arts are already damaged, the attacker chooses another 1ocationA
) Torso =if all 'arts are already damaged, the attacker chooses another 1ocationA
, +rms =if all 'arts are already damaged, the attacker chooses another 1ocationA
10 -ead =if all 'arts are already damaged, the attacker chooses another 1ocationA
11 or -igher
6ritical uccess =the attacker hits a 1ocation of their choice and does bonus damage
e,ual to the 6heck :esult - ()A
#asically, if the 6heck :esult is > or higher, it will hit a 1ocation in accordance with the
result, and do damage in accordance with the &aneuver.
*n the case of a 6ritical Failure, the attack will hit an ally in the same area as the target =if
the attack was an +rea +ttack, that property is lost.A
*n the case of a 6ritical uccess, the attacker can hit a 1ocation of their choice on the
target, and the amount of damage they deal is raised by the 6heck 7alue - ().
Damage
0hen an +ttack is made, it causes damage to a 1ocation such as the -ead, +rms, Torso
or 1egs. The 1ocation which took damage has an number of 'arts e,ual to the amount of
taken damage become damaged.
8nless :ecovered during the 3nd 'hase =e"plained laterA, the effects of these damaged
'arts is lost. &aneuvers that they enable cannot be used. +nd 'arts that have been
damaged cannot be damaged again.
*f all of the 'arts in a 1ocation hit by an attack are already damaged, the attacker may
choose from among the remaining 1ocations.
*f all of a Doll.s 'arts in all her 1ocations are damaged, she cannot participate in combat
until she recovers.
Damage! Parts
*f all of a Doll.s 'arts are damaged, yet the 7ictory 6ondition is fulfilled, she may be able
to :ecover =e"plained later.A -owever, if defeated, she will not be able to fight again. *n
order to win, take care not to get too damaged.
Dismemberment Chec(s
There are +ttacks capable of cutting parts off of a body without damaging them.
The target of these attacks must make a %Dismemberment 6heck.%
*f this check is failed, all 'arts in the 1ocation hit are damaged without regard to the
numerical ,uantity of damage received.
Types of 4nemies
-owever, this rule differs when fighting enemies such as 1egions and -orrors. 3"plosive
and +rea +ttacks are also treated differently. ee the Necromancer ection for details.
4scape
0hen there is little chance of victory, and the Necromancer recognizes this, escape may
be possible.
This can be attempted by any Dolls within 3den. *f they are all make &ovement
&aneuvers, they may make an additional 6heck in the fashion of an +ction 6heck.
0ithin combat, this 6heck is considered to be a maneuver with %6heck% Timing =but it
cannot be made outside of 3den.A
*f the 6heck is successful, the Doll escapes without suffering any further harm.
-owever, if the 6heck fails, she remains on the battlefield. he is still located in 3den. *f
she uses another &ovement &aneuver, she may try again.
*n the case of a 6ritical Failure, she may not attempt to escape again until the ne"t
:ound.
*f all of the Dolls escape, any Dolls that were annihilated cannot :ecover =e"plained
laterA during the 3nd 'hase. Defeated enemies and one.s own damaged parts remain upon
the battlefield. The remaining Dolls will have to endure the ne"t ession before they can
recover.
7ther $ituations
During the #attle 'hase, it is possible that other rules will be invoked depending on the
situation.
For e"ample, +ction 6hecks may be commonly used for certain sutuations.
These are typically treated as +ction &aneuvers with a 6ost decided by the
Necromancer. #elow are a few e"amples.
Noticing $omething
This is a :apid &aneuver with a 6ost of ). -owever, if it takes careful observation, it
should be an +ction &aneuver with a cost of (.
1ea!ing $omething
Depending on its difficulty or length, a Doll should make an +ction &aneuver with a cost
of at least (.
7pening a Door
This has the same 6ost as a &ovement &aneuver. -owever, if it re,uires a key or a
password, the cost should go up to B?C.
Destroying a :all
+ttacks should be made against the wall with a certain amount of damage re,uired to
destroy it.
7perating a Machine
*f this would dramatically alter the situation, give it a cost of B?C. -owever, if it needs to
be operated multiple times or its utility is minimal, a cost of (?< is enough.
Climbing a :all or Cliff
This has the same cost as an +ction &aneuver. -owever, there may be modifiers based
on the steepness of the climb, whether the one making it has Talons, and such.
Mo+ing $omething -ea+y
These should have the same cost as using one.s Fists or houlers. -owever, if a Doll has
unusual strength due to uper trength or the like, they may have an advantage.
*n addition, certain &aneuvers that enemies make during combat may re,uire the Dolls to
make &adness 6hecks. For a detailed e"planation, see the Necromancer ection.
-owever, 6onversation 6hecks cannot be made during the #attle 'hase unless allowed
by &aneuvers. 0hen one.s &adness rises high during #attle, it.s essential to make
conversation afterwards and calm down.
Maneu+ers
&aneuvers with Timing other than %+uto% can only be used during the #attle 'hase.
These abilities only take effect under the e"treme conditions of combat. 0hile it might be
useful to repair parts and such at other times, that unfortunately can.t be done at one.s
will.
1eco+ery after 3attle
Dolls will often suffer in!uries from battle and other kinds of trouble.
-owever, Dolls are undead. #ecause of that, they.re able to take 'arts that once belonged
to others and use them to repair themselves. 0hether sown on, glued on, or regenerated,
they can attach them somehow.
+fter the #attle 'hase ends, :ecovery takes place at the beginning of the 3nd 'hase.
-owever, this only occurs if the battle was won.
The number of 'arts that can be recovered after battle depends on the sum of the enemies.
Threat 1evel. +s long as victory was achieved, even if some of the enemies escaped or
were not destroyed, this calculation remains the same. The formula for the number of
parts the sisters can recover is below.
#asic 'arts Q =um of 3nemy Threat 1evelA R C =round upA
:einforcement 'arts Q =um of 3nemy Threat 1evelA R D =round upA
The stock of 'arts received must be divided amongst the sisters. They should mention
which parts they need and share them among themselves.
+lthough #asic 'arts are relatively easy to repair. :einforcement 'arts can be more
difficult. *t.s a good idea to keep that in mind when taking damage.
+lso, when recovering :einforcement 'arts, it.s possible to replace them with others =but
only with 'arts from the same category, and the same tier or below.A +t this time, you
may not ac,uire the same 'art twice.
*f no one took damage to any of their :einforcement 'arts and only to their #asic 'arts,
it.s fine to add the number of :einforcement 'arts received to the stock of #asic 'arts.
-owever, the reverse cannot be done to increase the stock of :einforcement 'arts.
Finally, it.s important to note that damaged Treasures cannot be recovered. /ou.ll have to
find new ones.
Threat &e+els
This refers to the cost of the Necromancer.s troops. 'owerful ones will have a high Threat
1evel. For a detailed e"planation, see the Necromancer ection.
.c2uiring Ne9 Treasures
This can be done during the +dventure 'hase and 3nd 'hase.
=arma
%Garma% refers to ob!ectives and missions the Dolls are burdened with. 3ach Doll will be
given a number of Garma. The nature of this Garma may differ amongst them. Typically,
during a single session, the Dolls will be given two or three Garma.
+ll Dolls begin with the Garma %Find Fragments of &emory.% This Garma is considered
to have been fulfilled as long as one or more =if more, the Garma was only fulfilled
oncedA Fragments of &emory were ac,uired during the session.
The Necromancer may issue Garma to the 'layers at the beginning of either the
+dventure 'hase or the #attle 'hase. The conditions to fulfill these Garma may vary.
'layers are welcome to ask the Necromancer ,uestions concerning how the Garma
should be fulfilled.
+t the end of the ession, each Garma that was fulfilled will earn < Favor 'oints.
Fulfilling their Garma is necessary for the Dolls to become stronger.
Fa+or
+s they watch the Dolls struggle to maintain their sanity in this world, the Necromancers
bear a twisted kind of %Favor% towards them.
This Favor warps the Dolls. bodies and allows them to become stronger.
From the end of the ession until the beginning of the ne"t one, the Dolls can spend
Favor to produce the effects described on the table below.
Points 4ffect
2
6hange the type of a Fetter of your choice. -owever, %Dependent on Treasure% cannot be
changed.
2 3rase a Fetter towards a target other than your Treasure or your sisters.
2 +c,uire a new Fetter =with the Necromancer.s permission.A
" :emove a single &adness 'oint upon yourself.
" :egenerate a damaged #asic 'art of your choice.
%
:egenerate a damaged :einforcement 'art of your choice =or replace it with another of the
same category, and same level or below.A
10
1earn a new skill from your 'osition or 6lass =if you have the same 6lass twice, this can be
its pecial kill.A
10
9ain a :einforcement 'oint in any category =up to a ma"imum of E.A /ou may ac,uire a new
:einforcement 'art in this category4 see the Doll ection.
20 1earn a new skill from a 'osition or 6lass other than yours =this may not be a pecial kill.A
0hen ac,uiring a new Fetter, you should choose a target that was featured during the
ession. *f the Dolls have ac,uired new companions, or avants or the Necromancers
themselves have made multiple appearances, the Necromancer may allow the Dolls to
create Fetters towards them.
+t this time, with the permission of the Necromancer, the type of the Fetter can be freely
chosen =though the Necromancer may make a suggestion.A #rand-new Fetters begin with
three &adness 'oints upon them.
9aining a new Fetter will help one.s heart grow stronger in the sessions to come.
-owever, the ma"imum number of Fetters one may have is si". #e careful.
Though Favor is bestowed upon individual Dolls, if all the Dolls entered a -eart-#roken
state or were annihilated in combat, remaining Favor 'oints are inherited by the ne"t Doll
created by that 'layer. Think of it as the Necromancer learning from their previous
mistakes to create stronger Dolls.
+lso, depending on the format of the session, the Necromancer too may be able to
ac,uire Favor. ee the Necromancer ection for details.
Nechronica:Minions
:arely do Necromancers deign to reveal themselves to the Dolls.
*nstead, they oppose them with minions of their own.
0hen the Necromancer designs the scenario, they may only use minions of a given
Threat 1evel.
3ach ession contains a single battle. Therefore, the Threat 1evel is the combined
strength of all the enemies in that ession.
The section below describes a variety of enemies for the Necromancer to use.
Types of 4nemies
3nemies are broadly divided into three types.
#e warned that damage processing during battle is treated ,uite differently amonst them..
&egions
Necromancers. cannon fodder. 0ithout any will of their own, they blindly follow orders.
2utside of battle, they are used for physical labor. ince they e"ist in great numbers,
1egions are thrown into many battles. +s they mow down countless 1egions in a single
blow, the Dolls will truly realize what special e"istences they are.
The Threat 1evel written for a 1egion typically represents ; of their number.
+ single 1egion has no 1ocation, no 'arts, and will be destroyed by only ( point of
damage.
+ll 1egions in the same area are treated as a single enemy =if there are ten of them, they
will perform a single attack, not tenA and only when they are all destroyed do they cease
to act. *n other words, regardless of the hit 1ocation, a 1egion which does not receive at
least ; points of damage will continue to act.
The usual effect of Dismemberment or 3"plosive attacks do not apply to 1egions -
instead, these properties double the damage they receive from attacks. *n addition, +rea
+ttacks against the +rea they are in will also double the damage they receive =an attack
that is both 3"plosive and an +rea +ttack will do C times the damage.A %Defend%
&aneuvers take place after the damage multipliers have been applied. -owever,
&aneuvers that negate %Dismember%, %3"plosive% and such effects will cancel the
multiplier of those effects.
*n certain circumstances, hordes of 1egions may perform an action known as
%6onfluence.% 0hen %6onfluence% is performed, the side with the higher +ction 'oints
may perform an additional +ction &aneiver.
-owever, %6onfluence% is performed at the end of the current 6ount. %6onfluence% will
not affect the number of 1egions as considered for +ttacks performed during the 6ount.
*n addition, 1egions preparing in 6onfluence cannot move unless both move at the same
time.
1egions cannot escape from battle.
3"ample5 *n 1imbo there are (; Sombies, while in -ades there are (). The Sombies in
1imbo are hit by a Gatana with a die roll of ((. They take =Damage ( N 6ritical -it
#onus (A " =Dismember &ultiplier <A Q C damage. There are now (( Sombies remaining
in 1imbo.
0hen the 6ount reaches the Sombies. +ction 'oints, the Sombies in 1imbo use their
.:end. attack on a Doll, while the Sombies in -ades shamble into 1imbo. +s it was
performed on the same 6ount, the attacking Sombies have not yet 6onfluenced, but are
treated as being (( in number for the purposes of their :end attack. 0ith (( 1egions,
%:end% has an effect of %8narmed +ttack ( N 6hain (.% +fter the Sombies have
completed their movement from -ades, there are <( of them. Now that the two 1egions
have 6onfluenced into a single mass of <(, their attack has the property %6hain <.%
+s the +ction 'oint costs of %:end% and %hamble% differ, the +ction 'oints remaining
after 6onfluence are the higher of the two.
-orrors
-orrors are undead, mutants or robots given powerful augmentations for battle. Dolls
who have gone completely mad are often turned into -orrors. 0hile no more self-aware
than beasts, -orrors have many abilities in combat. 3ncountering one is sure to lead to
conflict. -orrors are easy to manage, even with several of them on the battlefield. uited
to be mild threats and leaders of 1egions, they are not as mighty as avants, but can be
made fairly powerful.
8nlike Dolls, -orrors do not have 1ocations. They are mere collections of 'arts, and as
long as an attack hits, the Necromancer will decide which of their 'arts get damaged. The
usual effect of Dismemberment or 3"plosive attacks do not apply to -orrors - instead,
these properties double the damage they receive from attacks. %Defend% &aneuvers take
place after the damage multipliers have been applied. -owever, &aneuvers that negate
%Dismember%, %3"plosive% and such effects will cancel the multiplier of those effects.
-orrors cannot escape from battle.
$a+ants
8ndead who possess wills like those of humans, but who serve the Necromancers.
+lthough 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.
avants are the only type of enemy able to converse with the Dolls. They make e"cellent
villains and are suited to be the mastermind of any cenarios.
avants may confront the Dolls numerous times, as they are able to escape afterwards. 2f
course, if they are destroyed, they can also be rebuilt or recreated. +s they were dead in
the first place, even if one wipes out every last trace of a avant, it.s easy for the
Necromancer to create a duplicate.
avants have much in common with Dolls. Though they do not have &adness 'oints or
Fetters, Dolls can use them as the target of 6onversation 6heecks. *f by holding a
conversation the Dolls are communicate something to them, the Necromance may allow
the Dolls to form Fetters towards them. This is particularly suitable for 6ampaigns,
where holding conversations with avants may be an important means of removing
&adness 'oints.
$ust like Dolls, avants can attempt to 3scape if they are in Tartarus.
Nechronica:4nemy Data
$pirit .ttac(s
These occur in much the same way as do normal attacks. -owever, if they hit, in place of
taking O damage the target Doll receives O madness points =they do not take any normal
damage.A The player of the Doll that was hit can choose to add the &adness 'oints to any
Fetter they wish. + 6ritical uccess does not increase the amount of &adness 'oints
inflicted.
&egions
Bombie
Threat &e+el ( per ; Ma6imum .ction Points D
1en!
=+ctionI<I)A 8narmed +ttack ( N 6hain +ttack =Number of Sombies in the same +rea
divided by ()A =:ound downA
$hamble =+ctionIBIelfA &ove (
Mob =:apidI)I)A -inder &ove (
$ol!ier
Threat &e+el < per ; Ma6imum .ction Points D
$imultaneous Fire
=+ctionIBI)?(A :anged +ttack < N 6hain +ttack =Number of oldiers in the same
+rea divided by ()A =:ound downA
$hamble =+ctionIBIelfA &ove (
Mob =:apidI)I)A -inder &ove (
Nightmare
Threat &e+el < per ; Ma6imum .ction Points D
Moan
=+ctionIBI)A pirit +ttack ( N 6hain +ttack =Number of Nightmares in the same +rea
divided by ()A =:ound downA
$hamble =+ctionIBIelfA &ove (
Mob =:apidI)I)A -inder &ove (
:itch 3ir!
Threat &e+el < per ; Ma6imum .ction Points E
Pec(
=+ctionI<I)A 8narmed +ttack ( N 6hain +ttack =Number of 0itch #irds in the same
+rea divided by ()A =:ound downA
Flap :ings =+ctionI<IelfA &ove (?<
Nechronica:Creating 4nemies
+ few representative enemies have been shown.
-owever, by combining parts and skills in countless ways it.s possible to make enemies
other than these.
0hen you.ve been playing for a long time, the Dolls will know their enemies well and the
sense of tension that comes from the unknown will be lost. +t that time, the Necromancer
must construct new enemies.
#elow are e"plained the rules for constructing new enemies.
1egions, -orrors, and avants are all constructed in different ways, but have some parts
in common. This will be e"plained below.
Concept
Choosing Parts
+dding 'arts to an enemy to strengthen them will increase their Threat 1evel at a
specified rate. This rate is listed below.
2ne can also freely e"change parts from basic enemies for others or add new parts to
them. *n this way, e"isting 8ndead can be strengthened or changed to create different
enemies.
1egions, -orrors and avantrs all have further details to their method of creation as
e"plained later.
*f a enemy you.ve created has a Threat 1evel ending in .;, don.t drop the remainder.
'lease ad!ust it to an integer by adding a part worth ).; or (.;.
Part 1ate Table
Threat 1evel ).; $aw, houlder, Fist, 3ntrails
Threat 1evel (
3yeball, +rm, pine, #one, 1eg
'art e,uivalent to a Treasure
Tier (?< :einforcement 'arts =e"cept as listed belowA
Threat 1evel (.;
#rain
Tier B :einforcement 'arts =e"cept as listed belowA
'osition or 6lass kills =e"cept pecial killsA
Threat 1evel <
3nemy 3"clusive 'arts
6lass pecial kills
Threat 1evel B
Sombie #omb =Tier < 3nhancementA
3ven 8nto Tartarus =$unk killA
:arning: +ttack &aneuvers that cause +rea +ttacks add ).; to the Threat 1evel.
This ad!ustment has already been made to 3nemy 3"clusive 'arts.
:arning: +n 3meny cannot possess the same 'art twice, with the e"ception of
3ntrails =ma"imum BA and #ones =ma"imum <.A
:arning: 1egions and -orrors cannot ac,uire 'arts whose effects relate to
1ocations =such as 9auntlet and Tuadruple +mputee.A
Parts 4nemies Cannot .c2uire
There are some 'arts and kills that are permitted to Dolls, but not 3nemies. These are
listed below.
&aneuvers with the effect %tagger%
*nstantaneous =Thanatos killA
3"treme &utation and 6lockwork =#aro,ue and :omanes,ue killsA
Things related to 6onversation 6hecks =such as +lice.s %&aiden%A
Things with &adness 'oints as their 6ost =such as -olic.s %*mpulse%A
Things that only have effects outside of battle =such as 6ourt.s %6omposure%A
Creating -orrors
-orrors are the simplest type of enemy to create. + basic -orror has Threat 1evel (, and
can have parts added to it or changed. *t.s also simple to remodel an e"isting -orror.
#elow are the specifications of a basic -orror.
#asic -orror
Threat 1evel (
&a"imum +ction 'oints D
#rain
Tier (?< 3nhancement
#one
3ntrails
3ntrails
The listed &a"imum +ction 'oints take into account the #rain. 0ithout the #rain, it has
only > &a"imum +ction 'oints. #e careful.
-owever, one cannot create a -orror with Threat 1evel (. -orrors must have a minimum
of Threat 1evel <.
Creating $a+ants
0hen you.ve settled on the story of your scenario to some e"tent, you.ll have to create a
avant. *t.s the role of the avant to provide e"position on the setting of the scenario and
the twisted world is takes place in. For the sake of creating a drama all your own, try
creating a avant twisted by madness. + basic avant has Threat 1evel <, and can have
parts added to her or changed. #elow are the specifications of a basic avant.
#asic avant
Threat 1evel <
&a"imum +ction 'oints E
-ead5 #rain, 3yeballs, $aw
+rms5 Fist, +rm, houlder
Torso5 pine, 3ntrails, 3ntrails
1egs5 #one, #one, 1eg
The listed &a"imum +ction 'oints take into account the #rain and 3yeballs. 0ithout the
#rain and 3yeballs, she has only > &a"imum +ction 'oints. #e careful.
8nlike Dolls, avants can have their #asic 'arts moved to different locations. #ut, at the
time they.re repositioned, one should consider whether to rename them. For e"ample, the
3yeballs could be be moved to the legs. 8sing different 'arts with the same effect is fine
too.
Creating &egions
T14D:- don.t. Fighting strong 1egions is not fun because they don.t weaken significantly
when they get hurt.

You might also like