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.