Ne Chronic A
Ne Chronic A
Ne Chronic A
6
• Position: The Personality of the Dolls are divided into six Positions. These indicate
what type of personality is preferred.
• Reinforcements: A value indicating how powerful a Doll's body has become. It
includes weapons, biomechanical transplants, mechanization and more, giving the
Doll far more power than it's normal body would.
• Savant: Undead with personality, intelligence and madness. These differ from Dolls
as Savants are indirectly or even directly manipulated Pawns of the Necromancer.
• Scenario: A game session. The Necromancer has detailed a story and enemies to
challenge the Dolls with.
• Session: A game of Nechronica.
• Sister: A fellow Doll. A group of Dolls are known as Sisters.
• Skills: Special abilities granted by Class and Position.
• Stage: This is the Battle Map.
• Ten Sided Dice: The dice required for this game are ten sided.
• Turn: The time unit in battle that usually consists of about 10 Counts.
• Undead: After the extinction of humanity, the dead are still active and moving.
7
Setting Information
Necromancy
The world of "Nechronica" revolves around a central point- that technology allows "to
make a living corpse, from that biological necromancy exists." In addition, the name of
corpses that are affected by the activities of necromancy are "undead." ‘Necromancy’ and
‘undead’ might give an occult impression, but necromancy of this world is the product of
science and technology. Necromancy is a technology that was established before human
civilization collapsed. It is also the largest and longest lasting heritage that was left behind
by human life.
Necromancy is supported by nanotechnology. This technology directly allows the
concept of a personality download. First, we will describe the development of the story’s
nanotechnology.
In the middle of the 21st century, explorers discovered a new species of slime mold with
seemingly intelligent, rapid movement. Thereby nanomachines stemming from this mold’s
‘intelligence’ were realized. Most of the body of the undead created by necromancy is
configured by slime mold-nanomachines. Slime mold-nanomachines generate a small
force and the weak current individually. Countless amounts of these nanomachines are
able to move the body of an undead. In addition, this slime mold has a property of forming
a network of complex relationships within itself called a "slime mold community". By
artificially forming a slime mold community, it is possible to build highly advanced
computers and similar devices.
The slime mold community works as both a single entity and a collective intelligence.
This community is able to function as a modular brain. However, due to the complex
nature of the slime mold, the mold can only function as a brain and nervous system
without regard to the rest of the body. The zombie cliché of destroying the brain does not
work in this universe. Each cell of the body contains the slime mold, and as such
destroying parts of the body will not destroy the entire organism; the organism retains its
functions albeit at reduced speed and power. If the slime mold community is unified or
foreign tissue is integrated, the entire organism can be easily reconstructed; this is the
alleged ‘undead’ of the Nechronica universe.
Another pillar of Necromancy is personality downloading technology, perfected in the
22nd century. As its name suggests, this is the means and processes to copy and transfer
one’s personality into another vessel (such as a machine or clone). Artificial intelligence
augments this downloaded personality and as such the human ego is able to change in
situ. The basis of this technology is what Japanese scientists termed the ‘Ego Dimension
Theory’. A clause within the theory states "the human ‘Ego’ is in contact with an ‘ego
dimension’, the personality is the connection between the brain and this dimension”. The
theory is best explained through an analog record. The brain is the disk, where information
is stored and cataloged, but on its own cannot do anything. When the brain comes into
8
contact with the ego dimension, the brain and ego dimension communicate through a link,
the record needle.
The sound that plays from the record is the human ego, or personality. Instead of being
interpreted as a different world, it is possible to enter and exit the ego dimension through
unconsciousness- humanity succeeded in reproducing contact with the ego dimension
before civilization collapsed, thereby paving the way for personality downloading
technology. A slime mold computer is able to hold the vast amounts of data the human ego
encompasses as well as replicate the ego dimension link. By using the slime mold
computer as well as personality downloading technology, the human mind is able to
function without a brain; instead, residing in the slime mold itself.
9
not all memories are suited to their new Doll vessels. A Doll can be made to suffer by
remembering that it was once a grown man- the loss of personal identity, old and new,
breaks minds equally. The reason for storing these memories in Dolls is both a depraved
hobby of the Necromancers, and also their underlying function. Before and after the war,
people wanted to store their memories in computers; the only computer capable of
simulating the human and personal ego is the Slime Mold computer; the Doll is a walking
information node of a larger Slime Mold computer system.
Therefore, it is common that these memory tanks have scrambled, corrupted memories,
and therefore have lost the sense of self-identity. Self-identity, when built up by a Doll on
their own, can come crashing down when a specific, personal memory is vividly seen; the
image that they built of themselves is lost to the tides of identity confusion and the like.
This is how Dolls can become Savants. More often than not, these Dolls wake up in the
middle of a barren wasteland with horrors trying to eliminate them- Removing memories of
past comforts makes the Doll become quickly accustomed to the environment.
What a Necromancer does with their Dolls is up to their personal preference. However,
much of their enjoyment behind making Dolls is the gradual discovery of personal
memories that bolster and destroy their ‘character’.
Dolls are as much of an enigma to the Necromancer as they are themselves. In the
baseline, their motivating goal is to collect their Memories. However, if that is their only
motivating goal, why would they do anything else? They are humans as much as they are
robots made of flesh.
Most Dolls scatter across the wasteland, never to find the memory dearest to them.
Some form townships and colonies, and some nomadic tribes. But as this is Nechronica, a
long sequel to a pathetic ending, it is up to the players to complete their patchwork
memories.
In the mid-21st century, nanomachines are realized by the slime mold described above.
Engineering, medical science and biology as a whole is changed forever. However, limited
access to basic needs such as water in developing countries lead to wars between poorer
countries, the tinderbox dried by the dwindling fossil fuels in the Earth.
The conflict continues well into the 22nd century. All hell breaks loose when a limited
nuclear war is started between South American countries based on the availability of oil.
Although it is not the cause of the great apocalyptic ending, it certainly starts the ball
rolling. The world, having never seen devastation on this scale since the end of the
Second World War, begin a worldwide movement to eliminate nuclear weapons.
10
2130—the first incidents of humans being attacked by the undead begin. Although the
creator of these undead is still a mystery, they operate like wild animals, free from the
organized influence of a Necromancer. The people of the world, now that the cat is out of
the bag, declare the end of the world is nigh; they are more right than the common
bystander thinks.
A destructive cult, out to set the world on fire, appears out of the mist. They successfully
initiate nuclear terrorism by detonating nuclear weapons in major cities. Due to the rising
tensions between countries, it is an all-out declaration of war; another, much larger nuclear
exchange starts. Its large-scale damage is like nothing the world had seen before, the
global environment is subjected a large blow. Nevertheless, it was not to the extent that
mankind will perish.
By 2140, mankind finally agrees to ban the use of nuclear weapons, the ownership of
nuclear weapons, and the construction of nuclear weapons. However, with the swath of
fallout from the previous nuclear war is any indication, the conflict over the remaining clean
resources had been steadily intensifying. The military leaders turn to different methods of
achieving superweapon power status, and in 2141, the North American superpowers and
Asian superpowers turn to the use of undead armies. This is the moment when
Necromancy became widespread as a tool. Necromancy was attractive to all parties
because it was very inexpensive, compared to the maintenance and upkeep of nuclear
weapons, living armies, and vehicles. Because the slime mold can be active with only
slight nutrition, it cost less to feed, maintain and use an army. Of course, you do not also
use fuel and oil for tanks and fighters. Although the undead body is vulnerable to wear, a
steady stream of biological material quickly mitigates the problem. And, in a world where
there are 20 billion people inhabiting Earth, in a time of war the ‘biological material’ is
plentiful.
The war doctrine quickly reverted to trench warfare, as both sides would fight a war of
attrition, won by power, numbers and resources. The re-use of bodies was considered to
be ethical, but the opposite was greater with the use of propaganda. "Using the corpses of
your families, the powers wage a war at the expense of the living.” Other countries, eager
to develop this necromancy technology, produce a wide variety of horrific military undead
units. In addition, with the advent and usage of necromancy, research into biological
weapons designed to combat and augment the undead re-started.
It can be said that the greatest loss mankind had faced so far was the loss of military
morals, thanks to Necromancy. If the masses say that it is alright for a corpse to move and
fight, it was only a matter of time until more heinous inventions were brought to light. One
such method is ‘slime mold personality downloading’, which is a form of brain scanning
which is stored in the miraculous slime mold’s data matrices. The idea of personality
downloading, and then uploading into an undead body, gives rise to the first notion of
‘artificial immortality’.
Unsurprisingly, low-scale conflict sprung once again. As long as it was anything but a
nuclear weapon, it was fielded in combat. Even the most austere of weapon ideas and
11
technologies were tested in the field. Earthshakers, devices that destabilize the continental
shelf, were used in East Asia. Insect weapons, biological weapons, viruses were used
heavily in Eastern Europe and its surrounding areas. Unofficially, the nuclear weapons ban
had failed. Too late, it was realized that nuclear weapons provide the deterrence so these
horrific weapons would not be used.
2155, and finally 130 nuclear weapons had been exploded in Europe. But while it wasn’t
clear who had pressed the button, European countries had deigned all their remaining
resources to the war effort, and left the kill switch on. The Final World War begins, a war of
the dead versus the living. The anarchy under the nuclear winter does not affect the
undead soldiers that march. Undead soldiers indiscriminately attack human beings, wiping
out 98% of humanity. Mankind is critically endangered.
Nuclear winter is finished by 2182, and there are a few humans living in fallout shelters.
But the world aboveground was far from being silent and dead. The Necromancers that
had survived the nuclear holocaust and harsh winter now begins a fight against each
other, for territory and similar, primal wants. Necromancers also must contend with the
abandoned biological weapons, designed to eat the undead. Humans without Necromancy
technologies are essentially dead. This era considers that if it is ‘active’, then it must be a
Necromancer. And if even a Necromancer had hoarded every bit of slime mold for her
central computer, much of human culture, history and literature are invariably lost.
Turn of the century, 2200. Necromancers have given up fighting. Nothing is living. They
are too tired even to fight for hegemony, instead opting to retreat into their own domiciles,
separated by hundreds of miles of devastation. No one tries anything, nothing new is
made. There is no new history, nothing to add to the thread of time. This world is a sequel
to the bitter end of the last. It is the play stage of ‘Nechronica’.
The Landscape
The world of Nechronica is a sea of contamination, land of fallout, and sky of deadly
particulates. The sky is almost always covered by dark yellowish clouds, and the sun
rarely shines through. The sea is pale, shiny with the film of oil and contamination on it.
Countless amounts of flotsam and jetsam are washed ashore. The climate is always
unstable due to weather weapons deployed during the Final War, some still active to bring
sudden rainstorms. Rain that falls from the sky is black, as is the greenish fog that
blankets cities and battlefields. Ruins of human civilization are nearly everywhere, but
wilderness areas where long-dead forests still stand.
This world is not strictly a world of death. Quickly evolved descendants of biological
weapons grow in forests, slowly reclaiming the world once dominated by humans. In
particular, mutated plants and insects are common. Because they have evolved their own
after the final war, it had become a different species than the biological weapons that
mankind had created. That it has undergone various changes beyond appearance, they
had retained their fertility even through the lab-induced infertility created long ago- ‘nature
12
finds a way’. More often than not, these biological weapons are much more unpredictable
and harder to kill than an undead by the characters in this story. It can be said that the
theory of biological weapons developed to fight the undead had been proven, quite
ironically.
However, the protagonists of this world are undead, through and through. Undead can
be broadly divided into the following four types.
• Legion: The rank and file undead of the Necromancer’s forces; however, it is not
uncommon to see them independent of their long-dead Necromancers. Built with a
minimum of slime mold, they always operate in packs- larger numbers means more
processing power, and by extension more processing power means better horde
tactics. ‘Horde tactics’ are used to simply eliminate an enemy; if they are controlled by
a Necromancer, they carry back the parts to the ‘nest’ for repurposement. If they are
independent, they simply kill anything in their way and leave the body, like hunting for
sport. A cruel and embittered existence, larger hordes of Legion have been known to
develop hive minds, their intelligence sometimes on par with that of Dolls.
• Horror: The Horror is the next step in evolution of Legion. Whereas Legion are
completely expendable, Horrors are expensive in resources as well as mold, and are
brutish and efficient when it comes to killing. With a minimum of personality and a
maximum of combat power, they are the strongarms of the ended World; a Doll would
have a difficult fight with one of these.
• Savant: Technically the next step up from a Horror as well as the Doll’s alter ego
in more ways than one, the Savant is a corrupted personality with its mind bent on one
thing; killing its doppelganger, or the True Doll. Also unlike Dolls, Savants are under
complete control of the Necromancer; all the Necromancer has to do is put in a
personality value, crank it up to eleven, and point it at the nearest Doll party. Savants
will unquestioningly obey the order of a Necromancer.
• Doll: As explained before, the Doll is the portmanteau of a stable personality and a
collection of Memories, many of which are not the original body’s. All *strong*
Necromancers possess the capability to make Dolls, but require special materials such
as the Think Tank (a data drive full of human memories) as well as large amounts of
mold. Dolls think and speak for themselves, and as a result a band of Dolls can turn on
their own Necromancer and potentially defeat it (but nobody has done it… yet.) It is
also possible for two groups of Dolls from opposing Necromancers can become
friends. In this world of the autonomous undead, Dolls are the true wild card.
• Necromancer: The Necromancer cannot be easily fabricated, and as such there
are a steadily dwindling amount of Necromancers on the planet. Each Necromancer is
a combination of Mold, pure energy and a special chip called a Hex. The Hex is what
focuses the dead-raising powers of the Mold, and as such powerful Necromancers can
have hundreds of Hexes in their bodies. Necromancers are fickle beings, as childish
13
as they are serious, and are notoriously unpredictable- as much as the Dolls they
create.
As said before, sometimes the undead had gone beyond the control of their
Necromancer. Discarded Horrors and Savants, thrown away to make room for processing
power, these ungoverned undead are sometimes encountered by the characters.
For the rulers of this undead world, the Necromancers are holed up in their strongholds.
Their vigilance is strong, not needing to know any more about the outside world than is
considered necessary. Necromancers had adopted Cartesian logic; where there is a
blockage of information, where there is no input or in some cases, output, the only thing
that exists is oneself, the Necromancer. The days that followed immediately after the war
have closely matched the current time. No Necromancer has enough energy to wage war
as they had during the End. Nonetheless, they had come to an understanding. If a
Necromancer becomes aware of another Necromancer close by, they pretend not to see
each other, and go their separate ways. This mutual non-interference is what had kept the
world stable past the many years of inactivity. It doesn’t matter if the two necromancers
share similar ideals and power, invariably they would rather not be close to each other.
It should be noted that it is still unknown that humans still exist when the story begins,
and is completely up to the Necromancer to decide if they exist *biologically*. Outside of
biological existence, it should be relatively easy to come across a human personality;
whereas Legion and Horrors are expendable, Savants and Dolls are precious to
Necromancers and as such many of them still exist.
14
Timeline
In the South American Andes, a new species of slime mold is discovered. It is hoped that this
2049
mold can be used in a computer (see: The Crawling Garden)
The completion of the Grand Unified Theory results in the first workable quantum computer.
2055 Performing millions of complex calculations per millisecond, humanity's technological
progress seems hopeful.
A theoretical physicist announces the 'Ego Dimension Theory', a radical conclusion to the
2063
multiverse problem. Denounced because it was so religiously centric, he is dismissed.
2065 The physicist that announced the EDT is murdered by an unknown group.
Desertification, rising sea levels and air pollution gives rise to a new agency monitored by the
2076
UN. It researches ways to deal with the negative effects.
The slime mold discovered in 2049 finally is integrated into the quantum computer. The
2088 computer is able to learn at an astounding rate. This prototype is constructed in various
development labs around the world.
Local weather manipulation is a success. Meteorologists conclude that weather will become
2091
predictable within the next decade or so.
Nuclear power is now the leading source of energy, after oil wells have started to dry up
2099
nearly forty years back. Coastline facilities, however, are at risk of rising sea levels.
The Middle Eastern Water Wars begin. As desalinization plants are monopolized by
2100
governments, a revolt begins due to the lack of water.
The murderers of the EDT physicist are revealed to be a large European organization. They
2101 have been working with the stolen EDT and the Slime Mold Computer to create artificial
consciousness, albeit unsuccessfully.
The Water Wars intensify as weather machines become practical. Constant rain on Middle
2103
Eastern cities cause increased dryness in other areas.
Southeast Asian countries have increased reports of people going missing. Of course, this is
chalked up to organized crime, and is ultimately ignored.
2109 The Water Wars have spread to South America, and the deserts are beginning to overtake
jungles. Suspecting that neighboring countries have stolen water via weather machine,
tensions rise.
The conflict in South America explodes, literally. A limited nuclear exchange leaves large
2118
swaths of land contaminated by radiation. Refugees flee north. The fallout begins to spread.
After three years of increased radiation levels, the World Environmental Organization finally
2121 deploys swarms of nanobots, artificial bacteria and genetically altered insects made
specifically to eat and process radioactive elements.
In an isolated learning experiment with the learning Slime Mold Computer (SMC), the
2123 computer inexplicably and suddenly becomes aware of the Ego Dimension Theory. It
becomes obsessed with inventing theories that solve it. Scientists are baffled.
The undead appear. With slime mold replacing the neurons of the body, hordes of irradiated
2130
zombies emerge from the Andes and terrorize the cleanup operation in South America.
An Undead Panic. Doomsday cults claim they are right, and commit mass suicide. Riots,
2131
arsons and murders are rampant where the media craze spreads.
The 'MEL' doomsday cult posts an announcement on its webpage, claiming it has found a
2132
method to control the zombies. Minutes later, the site goes down.
Nuclear terrorism attack with ties to MEL simultaneously hits all major cities of the world.
2135
Maintaining diplomatic communication, the world leaders avoid an all-out exchange.
'Endgame War' MEL leaders are found, brutally murdered by a third party. Drag marks
2136
indicate some of the bodies are gone.
With a significantly increased infant mortality rate, the human race begins a downward trend
2138
for the first time in forever.
15
Freshwater springs are no longer a thing, the contamination reaching so far into the earth's
2139
crust. The only available water is from water desalinization.
A new Nuclear Weapons Treaty is signed. This time, it forbids the production and possession
2140
of nuclear weapons. Superpowers must find a new method of enforcing their dominance.
Stolen data from the MEL cult and research in a black operations lab in Europe results in the
2141 publication 'Corpse Manipulation Techniques', essentially the earliest Necromancers.
Scientific morals collapse completely.
The first 'Undead Weapons' are deployed onto the battlefield, a de-evolution to the days of
2142
massed lines of infantry.
The Corpse Manipulation Techniques are leaked onto the internet. Undead armies,
government-affiliated and otherwise, crop up all over the globe. The researchers affiliated with
2144
the original CMT create their own sovereignty in what is left of Australia, their leader a
Necromancer.
Cloning is exploited. A healthy human body is cloned, then immediately killed to be fed to the
2145 growing armies of the undead. The UN is in tatters, the nations beginning to turn on each-
other.
Thanks to the meticulous efforts of the Slime Mold Computer, the Ego Dimension Theory is
finished. It is proven that it can be paired with nanotechnology to make a form of personality
2146 transition, or brain uploading.
Large companies and governments launch the 'Personality Shelter Initiative', an effort to
preserve the minds of the powerful.
Efforts continue to transfer a personality into an undead host. The experiment was successful,
2148
but the prototype escaped the lab whilst dealing great damage to lab equipment.
There are more undead than there are humans on the planet. Dying national leaders succeed
2151
in personality uploading into a slime mold computer. Personalities have the capacity to learn.
The undead arms race is becoming unstable. Entire countries have their civilian populations
2153
converted into undead soldiers.
The Sodom Incident. The CMT Enclave attempt to abuse the personality uploading method,
5/7/
resulting in multiple copies of the same person in the same area. Naturally, they murder
2153
everything and self-terminate.
The nuclear treaty is broken. A fusion depth charge creates an artificial tsunami that swamps
2154
Eastern coastlines. The cold undead war turns hot.
Europe is in turmoil as mutant insect weapons turn the surface into a barren wasteland.
2155 Weather weapons set to 'blizzard', originally meant to deal with the insect threat, literally
snowballs and sends Europe into a new ice age.
Finally, the world ends. The 'Launch All Missiles' button is pressed, and the world plunges into
2156
an extended nuclear winter. The undead, unafflicted by the cold, continue their wars.
Necromancers assess the damage, and conclude that 98-100% of humanity has perished.
2161 The destruction of civilization is complete. The only living things are those that have been
designed to last the End, and those that are frozen.
Nuclear winter turns into eternal spring. Necromancers, without a human to report to, wander
2182 aimlessly across the earth. The temperature rises, and the barren cold wasteland turns into a
slightly less barren, killer plant and insect infested wasteland.
The Final War. Necromancers, clinging onto their last beliefs, begin a final war of the undead.
21?? This war takes its toll, and the few surviving Necromancers are left to roam the desolate
planet. The only thing left are the mutated, the dead, and the undead.
22?? Your story starts here.
16
ESP Timeline (DoD)
Scientists in the east announce the "Ego dimension theory." While many scientists across the
2063 world support investigation of this theory and start to gather evidence, many religious groups
are offended and begin to complain.
The Brain Medical Research Institute, which is the predecessor of "Opera House 01" focuses
2066 on "Ego dimension theory". Based on assumptions, researchers start to develop ways to
stablize the consciousness by expanding the "ego contact area" of the brain.
At a European conference, the resulting phenomenon discovered through research into the
2067
"ego dimension theory" is named "ESP".
In a certain country in the far east, a murderous cult rises. Borrowing the name of "Ego
Dimension Theory" and ESP. A single incident involved some sort of strange human
2072
experiment. The skull was pierced and sulfuric acid was poured inside. The cult called this the
"purification of desire".
A popular media person who claimed to have ESP powers mysteriously disappears. Urban
2090 legends start to brew, that the country is conducting supernatural research with human
subjects.
ESP research is subject to international criticism. An East Asian ESP development facility is
2096 discovered by American media and reported on. The authorities deny the existence of the
facility.
Demonstration of ‘Ego Dimension Theory’ by slime mold computer is completed. The ego of
living organisms is now made clear to science.
2123
During an ego dimensional contact experiment in a far east country, an accident occurred
when a subject escaped. Researchers who were on site blame religious groups.
A large scale accident of unknown causes happens during an ego dimensional contact
experiment in North America. Many stakeholders and laboratory staff suffered brain death and
2124
other mental disorders.
In North America, Project MKUltra submits a draft plan for military use of ESP.
North American powers commence [Mk Ultra Plan] “Opera House”, creating facilities 01 to 05.
As a top secret plan, the operation of facilities and the procurement of subjects were carefully
2125 conducted.
East Asian powers start aiming to destroy enemy countries by covert use of ESP. The “Sennin
Bone Policy” is issued, seeking to scout out those with ESP potential.
Opera House contact medical and judicial institutions in order to secure specimens. End of life
2126 patients and death row prisoners end up as experiments. The bereaved families ask for their
bodies to be returned, but they are reported missing.
Information that every major country is conducting human experimentation is starting to
spread through the internet. Images and documents start to appear and the growing number
of missing persons is questioned. The governments deny all involved.
The abduction of poor people via the collaboration of police forces and criminal organizations
2127 in Southeast Asian countries is investigated. Possible links between human trafficking and
developed countries are highlighted, but those who speak about it end up missing or dead.
The "Sennin Bone Policy" of East Asian powers leads to the abduction of travelers, foreigners,
students, poor people and more. Their egos are forcibly reconstructed and then sent to enemy
countries. These agents are known as "Nomads".
A large fire erupts in a commercial facility in Europe. Many buildings are burnt down and
people are missing. Of the survivors, a three year old girl who was unhurt was made a ward of
the state and moved to a state-run nursing home. She has been missing ever since.
2128 A passenger plane heading from East Asia to North America mysteriously crashes. The
captain was suddenly seized with an abnormal madness. The crash is determined to have
been caused by pilot error. Attempts at mass production of subjects at Opera House 05
begins. Operations include applying excessive stress to the lowest people of society within an
17
entire area. A rural population is Latin America is the initial experiment site.
Serial killings of high school students start to occur in a small country to the far east. The
criminal is discovered dead with all his limbs twisted and threaded. The precise cause of
death remains unknown.
In East Asian countries, labor demonstrations become mobs and public facilities are attacked.
2130 A large amount of corpses with their brains removed are discovered within one such facility.
The mobs were swiftly crushed by military and police units, but there was no announcement
from the authorities about the brainless bodies. Opera House 3 had started to operate like a
cult. Military intervention forces the facility to close. However, staff members with research
information and intelligence quickly flee the country.
New religions start to emerge around the world. Many of these cults have gurus and masters
who are famous for displaying supernatural powers. The concept of ESP is generally
recognised.
A subject escapes from Opera House 1. Human experiments are shown to media companies,
2131
but they are dismissed as absurd content. Those who escaped were captured, moved to a
state-owned psychiatric hospital and then went missing. The Opera House project is closed
due to growing scandal. Research data and scientists are transferred to other facilities, but
subjects in the process are discarded.
Mass suicides occur within rural villages in Latin America. Drugs similar to hallucinogens were
2132
detected from almost all the corpses.
Terrorist attacks start within the Middle East, North Africa and Europe. At the same time, war
2135 breaks out between multiple nuclear powered dictatorships in Southeast Asia. They have
limited, but multiple nuclear capability.
Notable and prominent superpowered/Spiritual ability people within the media are found dead.
2136
Their brains and blood were removed entirely from their corpses.
Opera House 45 successfully discovers ego dimensional contact pattern via the use of the
2137
brain of a primate.
A public ESP Institute in Northern Europe is closed. The staff abandon practical applications
of ESP and travel to American laboratories.
2138 Opera House 45 surgically enhance primate brains in order to develop their findings. Troubles
occur when small apes and other altered specimens escape. Opera House 45 is closed
shortly after this breach.
A treaty banning the use of nuclear weapons is signed by the United Nations. Nuclear
weapons are banned from all conflict.
Nursing homes for the relief of war orphans is launched, led by North American powers. The
2140
facilities are established around where limited nuclear conflict took place. Poor people and
orphans are collected. Opera House secures a stable supply of specimens. They say that
humans are cheaper than mice. Human experimentation becomes more common.
Ethics in science start to collapse. Human experimentation starts to run rampant. Biological
weapons research is promoted.
MKUltra is tasked to create a being with an affinity with the "undead". Demands for a
"Telepathic person" aimed at undead command, control and takeover is increased. ESP
2141 experiments with undead as subjects are conducted in countries with ESP development. Initial
attempts at Necromancy fail to reach the level of ego contact needed to develop ESP. MK
Ultra Plan 1 begins to gradually reveal the once concealed human experiments. However,
they are shown as for the development of biological weapons instead of ESP development.
ESP research continues in secret.
Opera House 62 is destroyed in a bombing raid from an enemy army. The specimens noted to
2142
have high durability held at the site disappear.
2146 Applications of Ego Dimension Theory and nanomachine technology lead to the
establishment of the personality transfer technique.
Opera House 00: Established to develop ESP able to control undead. Many of the staff were
18
handed over from Opera House 11.
A successful personality metastasis experiment takes place. A 'living' brain is strengthened
and is able to stablize the ego. However, this makes ESP activation difficult. The brain
2147 strengthening technology was diverted to the ego reinforcement of undead soldiers.
Opera House 99 creates an embryo that is able to fully control ESP. Unfortunately, the subject
is mentally unstable and they are unable to effectively control their powers.
Opera House 00. The undead subject "Alpha" was the first ESP success. Even though five
2149 staff die in an accident at the experimental stage, the creation of Alpha paves the way for
considerable advancement in ESP and undead technology.
The undead subject "Delta" succeeds in displaying ESP at Opera House 00. Although it is
2150
able to achieve excellent output and control, extended operations are difficult.
Opera House 00. The undead subject "Psychedelica" shows high telekinetic ability. This
2152 subject was able to manifest the highest levels of stability, control and endurance of ESP.
Adjustments begin for production and deployment.
Opera House 97. "Dorothy", the same type of undead as "Psychedelica" teleports out of the
2153
facility and escapes. Whereabouts unknown.
Missing person cases start to increase in North America and patriotic families are found
murdered. With young children disappearing, the news was portrayed as deeds undertaken
by enemy countries and used for domestic incitement.
Mind destroying wave weapons are regarded as the weapons of gentlemen in North America
2154
and many are used. They result in brain dead and mentally ruined people both at home and in
enemy countries. Subject "Delta" and it's clones are used as warhead material to create the
"Ego collapse bomb" After the data of "Delta" was completely understood, "Delta" was used
as a warhead and destroyed.
The final war begins. 130 nuclear explosions detonate across the Americas.
2155
The Psychedelica that were to enter battle upon the European front disappear.
Nuclear winter comes. Almost all of the political bodies upon the Earth collapse and the world
falls into anarchy.
2156
The destruction caused by the final war also destroys the Opera House group. Technicians,
scientists, subjects and frozen embryos disappear. Whereabouts unknown.
19
About the Dolls
Creation of the Doll
Mankind has perished.
Destroyed by the world of the dead. Now they are manipulated by them.
The corpse masters. "The Necromancer".
The controlled corpses are "Undead".
Then there is a special case of those who retain their Soul and Memories amongst the
Undead. These are the "Dolls".
The poor girls who wake up in a world of destruction are literally just puppets of the
Necromancer.
In this doomed world, the Necromancer is alone and bored. Loneliness can make the
mind twist, sick and crazy. In order to soothe a heart of madness, the Doll was born.
However, a Doll that faces the world alone will soon be broken. The memories and
feelings of life will also cause their mind to collapse.
So the Necromancer sealed some of the memory of the Doll and gave it away.
Multiple Dolls wake up in the same place and at the same time.
They become "Sisters" and explore the world together and inspire each other.
This is the entertainment of the Necromancer.
Spying on the Dolls. Active. Hopeful. Desperate. Secretly watching their struggles.
20
Survival knowledge, fighting skills, words and words... only such things are left
unreserved. Or it is better to understand after being 'rewritten'.
The Dolls will be given the knowledge of the basic limits of the technology known as
Necromancy, the self consciousness of being undead, the existence of awakening oneself
and that humanity is probably extinct.
There is still no cause, and when you open your eyes, you will fall into madness and
memories.
Terrible memories of death.
The cruel conscious of being undead.
In the heart of the Doll, there is a sealed small box of the Necromancer.
This box will gradually open as the Dolls endure the malice of the broken world. The
leaked memories from within are not always happy, nor are they always a fragment of their
own. Even so, the Dolls will continue to pursue them.
The truth will be revealed step by step, no matter if you hope or despair, all will be
revealed before the Doll in time.
21
The Ending of the Dolls
There are many Dolls that are swallowed by madness an ultimately broken.
There are also some cases where the body is destroyed by the malice of the land and
disappears.
But there are still some, a rare few who successfully restore those long lost hopes.
22
About the Necromancer
About Necromancy
The technology that makes the dead move again. The existence of Necromancy.
This is the art of the Necromancer.
Necromancy is a highly scientific process, but if you remember the material and
sequences, one may clumsily replicate it.
At the same time, there are many other different technologies which are combined with
Necromancy to develop a wide array of possible applications. As long is it is Necromancy,
anyone can make such a minimum level of undead, such as zombies or soldiers. Basic
technology and engineering of the science have been established.
This also means that Necromancy has different appearances and the strength of the
technology held depends directly on individual differences. No matter the appearance or
the nature, Necromancy still remains Necromancy.
23
Among the ruined world, these omnipotent Necromancers are mostly lonely and
arrogant. Basically, they do not recognize the existence of other Necromancers. They also
rarely leave their own territory, for the "outside" is something they often do not want to
know more about.
Even if they notice the existence of other Necromancers, many of them turn a blind eye
as if they are not there. Neither contact nor competition. The only thing they believe in is
their own works, the undead they have created. With a strong sense of vigilance, things
that may be critical to their own safety are like an overreaction.
The Necromancer who is eager to communicate begins to give a sense of self to the
undead.
The ones that were first created are called Savants, followers of the Necromancer. They
usually treat the Necromancer as a god and the Savant usually has no will to choose
freely.
However, the moment will come that the Necromancer will get bored with this. The Doll
is created after that. They have a sense of self, but have no knowledge of the
Necromancer. It is an undead who is confused about the world. The Necromancer
monitors the actions of the Dolls through an array of means. Playing with the Doll in the
dark, occasionally enjoying their hatred and fear.
In fact, the Doll itself is created by the Necromancer's own stubbornness and madness.
So the Dolls that have been created are probably infested with chaotic desires and twisted
love. It is these Dolls that the Necromancer will throw all sorts of entertaining obstacles
and dangers at. Sometimes the Dolls are destroyed by even the smallest things and efforts
cast at them by a twisted Necromancer.
As the days pass into nights, the Necromancer slips deeper into madness. Even those
who have preserved their minds will be eroded by the lonely and sick world.
Undead who used to be Savants in the past may also becomes Dolls, due to changes
affecting the Necromancer.
24
Sample
Characters
25
Brain [Auto/0/Self] Maximum Action Points +2
Eyes [Auto/0/Self] Maximum Action Points +1
Jaw [Action/2/0] Unarmed Attack 1
Reflexes [Auto/None/Self] Maximum Action Points +1
Accessory [Auto/None/None] Your treasure. A large ribbon.
K A L IC E
OR
Position Alice
Maiden
[Rapid/0/0] Make a Conversation Check with
one of your sisters.
PATCH W You are a corpse Doll made
Main Class Stacy
of many different bodies.
[Auto/None/Self] During the Battle Phase, if
your Parts are damaged, you may continue to
Unfazed
use Maneuvers they enable until the end of the Your body may be dead but
Turn. your heart is more alive than
[Rapid/0/Self] Regenerate a Basic Part of anyone else's.
Remain Dead
yours that was damaged.
Sub Class Romanesque
You were given a sturdy
[Rapid/1/Self] Until the end of the Round, every body so your heart doesn't
Attack which targets you receives a penalty of - break.
1 to the Attack Check (if it is an Area Attack,
Waltz
the penalty only applies to hitting you.) If this
Skill is used multiple times during the same In the middle of battle you
Turn, the penalty does not increase. dance a elegant [Waltz].
Arm 2 Mut 1 Enh 2 You swing your [Meat
Starting Position Limbo Maximum Action Points 10
Cleaver] at your enemies.
You remain [Unfazed] by
If you can't prevent being damaged, gashes and other such
sacrifice your brittle [Patchwork]. wounds.
Afterwards you can recover it easily. With your [Metal Case]
and [Steel Bones], you
can prevent damage.
Still, if you feel inconvenienced after being
hurt, remember that you [Remain Dead].
Spine [Action/1/Self] One Maneuver you use on the next Count during this Turn has it's Cost reduced by 1
Entrails [Auto/0/Self] None
Entrails [Auto/0/Self] None
At the end of the Battle Phase, if this Part has been damaged, you may regenerate this part and one
Patchwork [Auto/0/Self]
basic Part
Steel Bones [Damage/1/Self] Defend 1 + Negate "Dismember"
26
Brain [Auto/0/Self] +2 Action Points
Eyes [Auto/0/Self] +1 Action Points
Jaw [Action/2/0] Unarmed Attack 1
Adrenaline [Auto/None/Self] +1 Action Points
Hinder 2. You may use this Maneuver any number of
Embalming [Check/2/0]
times per Turn, but only once per Check.
Fist [Action/2/0] Unarmed Attack 1 You are beautiful even in death, a Doll
Shoulder [Action/4/Self] Move 1 more wonderful than any other.
Arm [Check/1/0] Support 1 If your heart is strong and dignified, you
will become the guide for the path you and
Chainsaw [Action/3/0] Melee Attack 2 + Dismember
your Sisters walk.
Position Sorority That's why your body was crafted to be
[Rapid/2/See Effect] All your sisters upon the Battle Map beautiful and elegant.
Order with you may make a single Attack Maneuver of their You will satisfy this ruined world.
choice with Rapid Timing.
Main Class Romanesque
[Check/0/Self] You may reroll the die for an Attack
You dance
Dance of Death elegantly even as
Check.
Caress [Rapid/0/0] Stagger you fight.
Sub Class Thanatos
[Auto/None/Self] During the Battle Phase, when you and You will open the
another Sister target an enemy with Attack Maneuvers,
Drama of Death
you may add +1 to the die roll for your Attack Check and curtains to this
+1 to your Damage. [Drama of Death].
Arm 2 Mut 0 Enh 3
Starting Position Limbo Maximum Action Points 10 Dance your
[Dance of Death].
Use your [Chainsaw] to kill even gods.
R OR I T Y
SE SO Now, whatever your
CORP
[Order] is, your Sisters
will surely fulfill them.
Aim when the time is right
and show me what color
you'll dye this world in.
27
Brain [Auto/0/Self] +1 Action Points.
Eyes [Auto/0/Self] +1 Action Points.
Jaw [Action/2/0] Unarmed Attack 1.
When this Part becomes damaged, you may gain +2 to your Maximum Action Points.
Limiter [Auto/None/Self] This effect lasts until the end of the Battle Phase. This Part may not be repaired or
regenerated while this effect is active.
Hole [Check/0/0-3] You may only use this Maneuver when an Attack Check is made against you. Hinder 1.
Vine [Check/0/0] Support 1 or Hinder 1.
A U TOMATON
Position Automaton
[Auto/See Effect/Self] As the Cost of this Skill, damage ABAND ONED
one of your own Basic Parts of your choice. You may
Reckless
reroll the die for an Action Check, Attack Check, or A Doll who
Dismemberment Check. barely
Main Class Thanatos
possesses an
God of Death
[Auto/None/Self] When making an Attack Check with a ego but still
Melee Attack Maneuver, you may add +1 to the die roll.
wanders around
[Damage/2/Self] You may only use this Skill when you
deal damage with a Melee Attack. Add the "Area Attack"
as if possessed.
Calamity
property to this damage. You do not take damage from Trash that can
this "Area Attack."
only fight.
Sub Class Stacy
With your
[Auto/None/Self] Add +1 to all die rolls for Attack
Checks and Dismemberment Checks. However, at the
primitive
Made to be Broken end of the Battle Phase and each Turn of combat, you [Katana] and
must damage one of your own Parts of your choice. This
cannot be manipulated by Maneuvers that affect Costs.
[Ball and Chain]
dance blissfully
Arm 2 Mut 2 Enh 1
as best as you
Starting Position Limbo Max Action Points 9
can.
So shouldn't you bring a [Calamity] upon those It's fine to act
zombie mobs? like a [God of
That's right, your fighting strength is important. Death].
It's fine to struggle with that ugly [Hole] and that
unseemly [Vine] growing out of you.
If your [Limiter] is broken, you can move even faster
than before.
But, after all you are extremely [Reckless], proving
that you were [Made to be Broken], so why don't
you show your unsightly appearance as you
completely break down.
Bone [Action/3/Self] Move 1.
Bone [Action/3/Self] Move 1.
Foot [Check/1/0] Hinder 1.
Your fighting ability may be above
One Maneuver you use on the
Spine [Action/1/Self] next Count during this Turn has average, but your defective body
it's Cost reduced by 1. shackles you.
Entrails [Auto/0/Self] None. So, show me your best as you repair
Entrails [Auto/0/Self] None. defective body, struggling to reach
me.
28
Brain [Auto/0/Self] +2 Action Points.
Eyes [Auto/0/Self] +1 Action Points.
Jaw [Action/2/0] Unarmed Attack 1.
Kung Fu [Auto/None/Self] Maximum Action Points +1.
Bolt Head [Check/1/Self] Support 2.
TRIGGE
R-HAPP
Y C OU R
Bone [Action/3/Self] Move 1. T
Bone [Action/3/Self] Move 1.
Foot [Check/1/0] Hinder 1.
UT CA S T HOL IC
O
Rather than defending yourself, tear nearby bastards apart.
Rather than human legs, you've got [Animal Legs], so use those to
quickly approach enemies.
Dive in the midst of enemies without fear.
Everything but your Sisters is your feed.
As a [Predator] you aren't afraid of anything.
Show your enemies as you [Lick Jowls] when they're close to your
Sisters.
With your [Mad Demon]'s body, you create a [Carnage] of
madness, swinging your [Claws] around.
You will tear your enemy's body, scattering the pieces.
Bone [Action/3/Self] Move 1
Bone [Action/3/Self] Move 1
Foot [Check/1/0] Hinder 1
Animal Legs [Action/2/Self] Move 1-2
Tail [Auto/None/Self] Max AP+1
Somebody's Your Treasure. You
[Auto/None/None]
Hand woke up holding it
As your madness rises, you'll
One Maneuver you use on the next Count soon go mad won't you?
Spine [Action/1/Self]
during this Turn has it's Cost reduced by 1.
Entrails [Auto/0/Self] None Your pack of Sisters should
Entrails [Auto/0/Self] None lick each other's wounds.
30
Brain [Auto/0/Self] +2 Action Points
Eyes [Auto/0/Self] +1 Action Points
Jaw [Action/2/0] Unarmed Attack 1
Kung Fu [Auto/None/Self] +1 Action Points
You may only use this Maneuver when you take Damage.
Happy Pills [Damage/1/Self]
Remove one Madness Point from a Fetter of your choice.
Fist [Action/2/0] Unarmed Attack 1 Even after your head has been
Shoulder [Action/4/Self] Move 1 filled with drugs...
Arm [Check/1/0] Support 1 Your empty eyes still show that
You may perform one Action Maneuver of your you haven't lost your heart.
Extra Arms [Rapid/0/Self]
choice as if its timing were "Rapid" Have the drugs conversely diluted
Your Treasure; you can only remember one your sense of reality?
Book [Auto/0/0]
phrase from it even after reading it many times.
You should protect your other Sisters.
Position Junk
You should take the initiative and jump in
[Auto/None/Self] At the end of a Turn during the Battle
Damaged Goods Phase, even if your Treasure was damaged, you do not front of any danger.
receive a Madness Point.
Main Class Baroque
[See Effect/None/Self] When you learn this skill, you
may acquire an additional Tier 3 Mutation. This is not
Extreme Mutation
limited by your Reinforcement Points, and you may
regenerate it as normal.
[Auto/None/Self] Your Unarmed and Melee Attacks deal
Super Strength
+1 damage.
Sub Class Stacy
[Damage/0/0~1] If the damage received by the target is
caused by an Attack Maneuver, you may negate any
number and combination of effects other than damage of
Meat Shield
your choosing of an attack (Area, Chain,
Dismemberment, Explosive, Stagger, and more specific
effects are included).
Arm 2 Mut 3 Enh 0
Starting Position Limbo Maximum Action Points 11
31
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 proxies in game play
and in conversation.
This is an explanation of the method of creating a Doll.
By 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. Just a few memories of their previous life remain. These meager scraps are thus
known as "Fragments of Memory."
Dolls possess but two of these "Fragments of Memory" when they are newly awakened.
Please roll d10 twice and consult the "Fragments of Memory" table, using one result as
the tens digit and the other as the ones. This number determines one of the memories
your Doll possesses. If you are not pleased with the chosen Fragment of Memory, 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.
Doll’s Memories
The Dolls know of the existence of the art of necromancy, and realize that they
themselves are undead. They are also able to guess that the Necromancers animated
them.
32
Premonitions
As game sessions take place, the Dolls will reacquire their lost memories. But they can
carry only a vague suspicion of what these memories will reveal to them. These
"Premonitions" serve as a guide towards their former lives.
Please select from the ten possibilities below, or roll a d10 to decide.
The Function of Premonitions
Premonitions do not result in any constraint or effect under the rules. However, you may
suggest that the Necromancer take them into consideration when deciding upon the
details of the Dolls' former lives.
It's just as well you don't remember any more of that tragedy, malice, and betrayal. But, in
1 Catastrophe
order to understand what is happening right now, you have no choice but to...
It's possible your life then was worse than your unlife is now. Yet you must remember, so
2 Despair
that you can take measures to never return to days like those...
You suddenly remembered something, and it's as if it cast you into hell. What an
3 Trapped
unreasonable fate... yet if you grasp all of that unreason, perhaps you can prevail over it.
It is not under your own volition that you walk, weep, or reason. So long as you do not know
4 Doll
your own past, it shall not be your own will that directs you.
You wish to atone for a sin you have committed. It was a sin that can never be forgiven. But,
5 Sinner
unless you recover your memory, neither can you atone and move on.
Long ago, you lost something. It remains lost even now. It wasn't your life or your memory...
6 Loss
it was something even more important than those.
There is something you must have. Without it, there's no hope for you. How frustrating.
7 Seeker
Particularly that you can't remember what it was.
The 'you' here now isn't the same as the 'you' that existed then. You have to remember who
8 Inversion
you were in the past. Only then can you return to the way you were.
You're sure you knew something incredible. A secret that could defeat the Necromancers
9 Hope
and change the world. If somehow you were to regain that memory...
The warmth of the sun. The joy of being loved. All those moments of contentment. Even if
10 Happiness
it's only within your heart, you want that happiness back.
33
Positions
Dolls do not wander the world on their own; they have sisters with them. Amongst their
fellow sisters, each of the Dolls fills a spiritual role- this is known as their Position.
From the six positions below, please select a Position appropriate for your Doll. You
may base this upon your own personality. But please also discuss this with the other
players and try to avoid overlap.
• Alice: Akin to people, akin to girls, their warmth inspires their sisters.
• Automaton: Combat Dolls who have suppressed their selves in order to avoid
suffering.
• Court: Tactical Dolls who analyze the situation calmly and make sound decisions.
• Holic: Irregulars whose egotistical desires have driven them to madness.
• Junk: Veteran Dolls who have given up countless things, yet refuse to let go of it
all.
• Sorority: Natural leaders who bring together their sisters' hearts and strength.
Sisters
Dolls generally don't awaken just by themselves. Those Dolls that awaken in the same
place and at the same time as them are their sisters. As a Doll left alone would not be able
to keep her sanity for long, this is the greatest blessing the Necromancers have given
them.
However, perhaps the true reason for it is merely to prolong the amusement that they bring.
Class
Undead are created with a variety of types of armament.
In order that they may oppose the Undead, Dolls themselves are given reinforcements.
The seven trends in the manner in which Dolls are reinforced are known as Classes.
Dolls must choose two classes; a Main Class which determines their combat style, and
a Sub Class which strongly influences it. These can both be the same Class. If you choose
two different Classes, please be sure to decide which one is the Main Class.
In addition, try to select a different Main Class from the other players to broaden the
tactics used in a session.
34
Skills
Positions and Classes are not mere labels. The Dolls themselves can learn and acquire
abilities that are not dependent on their body parts. These abilities are known as Skills.
Please select one Skill to learn from your Position, two from your Main Class, and one
from your Sub Class. However, you may not learn the same skill twice.
For an explanation of what the Skills are, please consult the pages for each Position
and Class.
Only Dolls which have chosen the same Class as their Main and Sub Classes may
acquire that Class's "Special Skill." This Skill is the unique ability of Dolls who have
specialized in that Class.
Reinforcement Points
Classes possess point values divided among "Armaments", "Mutations", and
"Enhancements." These are Reinforcement Points, and determine which manner of
special Parts can be used to reinforce a Doll's body. Explained below are the various
categories of Reinforcement Points.
Reinforcement Parts
After determining your Reinforcement Points, you may select Reinforcement Parts.
Parts refer to pieces of a Doll's body. Prior to this step of creation, Dolls have three
parts in each of their Head, Arms, Torso and Legs - a total of 12. These are their Basic
Parts. Reinforcement Parts are special Parts that can be acquired in addition to these.
The maximum number of Reinforcement Parts that can be acquired is equal to a Doll's
Reinforcement Points. Thus, a new character can acquire up to 5 of them (possibly 6~7 if
they've chosen the appropriate Skills.)
35
In addition to the three categories of Reinforcement Parts, they are divided into three
tiers. These tiers differ in the minimum of Reinforcement Points required to select a part
from them.
Please consult the table below to understand what Reinforcement Points indicate.
Dolls can acquire only the listed number of Parts from each tier that correspond to the
number of Reinforcement Points they have.
To determine which Parts your Reinforcement Points permit you to acquire, please look
at the Reinforcement Parts Table.
This table lists where additional Parts are located and a description of their function. If
you wish, you do not need to copy the entire description to your character sheet. After you
have chosen your Parts, please record each of them in the appropriate area of your
character sheet. Parts with the location listed as "Any" may be attached to any area you
wish.
You may not acquire two Reinforcement Parts with the same name.
However, you may acquire Reinforcement Parts of the same type from a lower tier (for
example, instead of a Tier 3 Mutation, you may acquire a Tier 1 or Tier 2 Mutation.)
36
Treasures
Though Dolls may be dead, they are still girls.
They each possess a single trinket as girls would. These are precious belongings where
the Hearts of the Dolls are kept, and are known as Treasures.
Treasures are treated as a Part. Below is listed the Part data for a "Treasure."
Please look at the "Treasure Table" below and select your Treasure. If you are unsure,
you may roll a d10 to choose.
Treasure Name
Location Any Cost None
Timing Auto Range None
Your Treasure. At the end of the Battle Phase, you
may remove one Madness Point from a Fetter of your
Effect
choice. If this Part is destroyed, immediately remove it
from your Owned Parts.
A precious fragment of the past.
A keepsake of utmost cuteness.
So long as you keep it close, your heart is at ease.
But were it to be broken... your heart would break as well.
37
Maximum Action Points
After you've chosen all of your parts, you can determine your Maximum Action Points.
Your Maximum Action Points corresponds to the number of actions you can take in
combat, and whether it exceeds that of your enemies is a matter of grave importance.
The base Maximum Action Points is 6, but the Basic Parts "Brain" and "Eyeballs" add
an additional 3 points, so every Doll initially has 9 Action Points.
If you have extra Parts or Skills that increase your Maximum Action Points, please
include their effect when writing the number down.
Initial Deployment
The next step is to decide your Initial Deployment.
This is the area of the Battle Map in which your Doll is placed at the beginning of
combat. Choose one of "Eden", "Elysium" or "Limbo."
If you have many short range attacks, "Limbo" is advisable, whereas if you specialize in
attacks with a range of 1 or 2 "Elysium" is a wise choice, and if you have attacks with a
range of 3 or greater "Eden" is best.
You can change your Initial Deployment between sessions. If you are displeased with
your current Initial Deployment, talk to the Necromancer between sessions about changing
it.
Age at Death
A Doll's "Age" describes their outside appearance. This is not necessarily the same as
the age of their Heart. It is possible to have a spirit that acts as if twenty years old within a
38
body that appears only six. The reverse is equally possible. Keep 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 existences which a Doll clings to in order to preserve her Heart. By
maintaining her feelings towards the target of her Fetters, a Doll likewise maintains her
Heart. However, if she loses all of her Fetters, she shall lose her Heart as well. In addition,
if the burden upon them becomes too heavy, her Heart will break.
All Dolls start with the fetter "Dependent upon Treasure." Their Treasures are the
foundation of the Dolls' Hearts, and they cannot do without them. Even if a Doll acquires
additional Treasures, they will have "Dependent upon Treasure" only once. All Treasures
share a single Fetter.
In addition to this, the Dolls possess various Fetters towards their sister Dolls. Please
write down the name of each player's Doll and the Fetter you have towards them. To
decide upon a Fetter, pick one from the Fetter Table. You can select one of your choice
from among the ten listed, or roll a die for them.
Record the Fetter in the format "○○ to/of/upon ××", where ○○ is the type of Fetter and
×× is its target. At the time of creation, the Doll's Fetters begin with three madness in each
of them. Please fill in these Madness Points upon the character sheet.
39
Fetters
You feel fierce hatred for her. The reason doesn't matter. Everything she does annoys
1 Hateful
you. How frustrating!
"Wouldn't it be nice if she just fell to pieces?"
Open Hostility During combat, Attacks you make that fail to hit an enemy will hit the target of the Fetter
instead (if they are within range.) The target may choose where to take the damage.
You want to possess her. To make her your own and not let anyone have her. One
2 Possessive
could call it love, but it's more wicked than that.
Possessive "Your eyes... how beautiful they truly are."
Action At the beginning and end of combat, choose a Part of the target's to deal 1 damage to.
3 Dependent The target is someone you just can't live without. If they aren't there, you are nothing.
Infantile "Don't leave me alone... waaah, I'm scared!"
Relapse Your Maximum Action Points decrease by 2.
You want to stay by her side. To always be wherever she is. You'll never, never be
4 Attached
apart.
"I'll always be watching you. Heheheh..."
Relentless
Observation At the beginning and end of combat, the target receives a Madness Point upon her
Fetter towards you (if she is already in a Broken state, this has no effect.)
You're in love with the target so much it hurts. You don't want her to hate you. You can't
5 Devoted
take your eyes off her. It's embarrassing...
Self-Harming "If she won't look at me, I don't need this body..."
Action At the beginning and end of combat, damage one of your own Parts.
You won't lose to her. It's not that you hate her. You just don't want to lose to her. You're
6 Rival
rivals.
"Just try and do better than me... if you can. Come on, try!"
Excessive
Competition At the beginning and end of combat, receive a Madness Point upon a Fetter of your
choice (if you are already in a Broken state, this has no effect.)
She's a friend and an important companion. As her dear friend, there's nothing you
7 Friendly
wouldn't do for her.
"Your legs are gone? Don't worry, I'll get rid of mine too."
Inordinate At the end of a Session, if the target of the Fetter has more damaged Parts than you
Empathy do, take damage to Parts of your choice until you have the same number of damaged
Parts.
That girl's weak. She needs you to protect her. To help her. She can't do anything on
8 Protective
her own.
"Don't take one step away. Because I've got to protect you!"
Constant During combat, if you are in a different area from the target of the Fetter, you may not
Contact use Maneuvers that have an effect other than Movement. In addition, you may not use
Movement Maneuvers upon targets other than yourself or the target of the Fetter.
You want to be just like her. She's everything that you long to be... that you wish you
9 Idolatrous
could be.
"Liar! My beloved sister would never say that! You're a fake! I won't be fooled!"
Impostor During combat, if you are in the same area from the target of the Fetter, you may not
Delusion use Maneuvers that have an effect other than Movement. In addition, you may not use
Movement Maneuvers upon targets other than yourself or the target of the Fetter.
Your heart is as one with her. You can trust her with everything. Whenever she's by
10 Trusting
your side, you can feel at ease.
"...You go first. I know you mean to shoot me in the back. I won't let you."
Universal
All of your Sisters other than you receive a modifier of -1 to their Maximum Action
Suspicion
Points.
40
Fetters Toward Savants (DoD)
You don't want to remember her. You don't want to think of her. To you, she is a
1 Fearful
font of despair.
"T, that's an phantom, a fake, there's nothing there... nothing to worry about...
Reality Rejection nothing..."
All Action and Madness Checks you make receive a modifier of -1.
Your obedience to her is engraved deep into your heart. At times, it still torments
2 Subservient
you with indecision.
"I'm sorry... I understand you... but, even so, I cannot disobey that person."
Justified Betrayal During the Battle Phase, all of your failures on Attack Checks become Critical
Failures.
You've felt uneasy about that person from the start. As if she might have some
3 Unease
terrifying secret. That's why...
Suspicious "O-o-o-o-oh, is that so... y-you must be mistaken!"
Behavior Your Maximum Action Points decrease by 2.
You don't want to understand her, but you do. You know you should hate her, but
4 Pity
you don't. You just feel sorry for her.
Ubiquitous "There wasn't any other way... must I do this to you too?..."
Sympathy You receive a modifier of -1 to Attack Checks against Savants.
She's an enemy that you should hate, but you can't hate her. How could you ever
5 Love-Hate
not realize there's good things about her too?
"What should I do... I love you, but I've no choice but to fight you!"
Wicked Affection For each Critical Success you roll on an Action Check or Madness Check, do (the
result of the check - 10) Damage to your own Parts of your choice.
6 Regret It's because of you that she's become like this. You can't help but regret that.
"I'm sorry, I'm sorry, I'm sorry! If only... if only I weren't here, everyone would be
fine!"
Just Desserts
When you roll a failure on an Attack Check, do the damage of the attack to a
Location of your choice.
Just what value does she have? You'd never associate with the likes of her by
7 Disdain
choice.
"Hey, this isn't the time to be tripping over everything! Let's go!"
Willful Blindness Enemies in the same Area as you gain a modifier of +1 to Attack Checks made
against you.
Your heart is like a maelstrom of rage towards her. You can't think of anything but
8 Anger
destroying her.
Unchecked "...!!!"
Emotion All Action and Madness Checks you make receive a modifier of -1.
You'll never forgive her. You'll never forget her. Even if you become junk, you'll
9 Grudge
crawl back for her.
"Did you think a trifling thing like dying would make me forgive you?!"
Eternal Malice You cannot escape from Battle. You must pay an additional AP to use Maneuvers
on any target other than yourself or the target of this Fetter.
Hatred as cold as steel pierces the very core of your being. As long as she exists
10 Hatred
in this world, you will continue to embrace it.
"This hand stinks of her... I'll be getting rid of it for you."
Existence Erasure When this Fetter enters a state of Madness, choose one of your Sisters and
destroy two of their Parts.
41
Fetters Towards Neutral Parties (DoD)
She disgusts you. You don't want to touch her. You don't want to be near her. You
1 Evasive
can't even look at her.
"D, don't come near me! Don't come closer! Don't get any closer!"
During combat, when you are in the same Area as the target of this Fetter or a
Deliberate
Savant, you may not use Maneuvers that have an effect other than Movement. In
Isolation
addition, you may not use Movement Maneuvers upon targets other than yourself or
the triggers of this effect.
2 Jealous This body of yours is in such an awful state, so why is hers... why is hers?...
Sororal "If only... if only the rest of you were suffering just like me..."
Disharmony All of your Sisters receive a modifier of -1 to Action Checks.
Depende You can't imagine herself without her. You can't be apart. You don't want to be apart.
3
nt Never ever...
Infantile "Stay here with me... please, if you don't...!"
Relapse Your Maximum Action Points decrease by 2.
Why is it that she's the only one who had to go through that suffering? Did she do
4 Pity
anything to deserve it?
Ubiquitous "Stop it! Why... why must we do this?!"
Sympathy You receive a modifier of -1 to Attack Checks against Savants.
You're simply grateful to her. It's thanks to her that your body and mind are here right
5 Grateful
now... even if it's not much of a body.
"These eyes are the least I can give you. It's thanks to you they were able to see so
Pathological many things."
Remuneration When this Fetter enters a state of Madness, destroy two of your Basic Parts. If none
remain, destroy one of your lowest level Reinforcement Parts.
That she's become like this is your own fault. Even now, that truth pierces through
6 Regret
your heart like a thorn.
"That's right. It's my fault. It's my fault that you all became like this...!"
Just Deserts When you roll a failure on an Attack Check, do the damage of the attack to a
Location of your choice.
You're certain she can do anything for you. That knowledge gives you hope. She
7 Faith
can. There's no doubt about it. She can.
"I was counting on you! You piece of trash! You useless corpse!"
Shattered Hope Whenever you use a Madness Point to reroll a die, you receive a penalty of -1 to that
die roll. (This penalty is cumulative.)
It's not just because she's your Sister that you must protect her. There's something
8 Guardian
more than that...
Negation "You're all still alive... I'm glad... I'm so glad..."
Delirium You cannot target Legions with Maneuvers.
You're different from her, that's for certain. But that's why you can recognize how
9 Reverent
amazing she is.
Solitary "You're the only one I need, Onee-sama. No one else has a place in my heart."
Deification You cannot target your other Sisters with Maneuvers.
From the bottom of your heart, you can trust her. In this ruined world, she's the only
10 Trusting
person you can believe in.
"...You're my enemy too, aren't you? I'm sure of it!"
Universal
All of your Sisters other than you receive a modifier of -1 to their Maximum Action
Suspicion
Points.
42
Fragments of Memory
The sky used to be blue. Even though the one you see now is stained the color
1 Blue Sky of lead... you know it was once a pure, bright blue. It was something you took
for granted. But you'll never be able to see that sky again.
You have a memory of warm hands embracing you. They were your mother's.
Mother's You don't remember her name or face, but you remember that hug. Beyond
2
Hands just that memory, you wish that someday, you could embrace your mother for
real.
You remember the touch of soft lips upon yours. You don't remember when it
3 Sweet Lips was, or whose lips they were, but you remember that kiss. Would the sisters by
your side have lips that sweet?
You'd locked yourself inside a cramped room. Outside, someone was
4 Hidden Room wandering around searching for you. They mustn't find you. They mustn't find
you. But from the other side of the door, you heard them coming. And then...
A metallic scent tickled your nose as you sat alone in a pool of red blood. Body
5 Bloodbath parts were lying around you. You didn't remember whose they were. Nor why
you were alone in such a place. Could it be...
You were standing in the pouring rain. Except for the sound of raindrops, you
6 In the Rain don't remember anything around you. The rain was dark, but it did not burn
you, simply soaked your body and left you shivering. Yet you miss it terribly.
Everyone kept their distance from you, giggling maliciously. You don't
remember what you'd done, why they were laughing at you... but you never
7 Loneliness
want to see eyes like those again. You never want to be abandoned by the
companions you have now.
A smile from the heart. A smile of true happiness. You don't know whose smile
8 Smile it was... someone important to you, your family, maybe even yourself reflected
in the mirror. Yet it keeps returning to your mind.
You remember taking a letter out of the mailbox. It had something to do with
9 Letter what you've become now... but you don't remember what the letter said. It must
have come from someone important to you. Or maybe...
A dark shadow towered over you. It did terrible things to you. The memory
makes you want to reach inside your head and tear it away. You despise that
10 Silhouette
shadow. It was the one who brought you back from the dead... there's no doubt
about it.
A flower garden in full bloom. Were you making a crown of flowers, or just
Flower singing while you strolled through? In that place, where the flowers stretched
11
Garden on forever, you're certain you were happy. Sometimes, you can't help but
withdraw into daydreams of it.
A father's strong arms. The rough feeling of his beard against your face. You
Father's remember those arms holding your delicate body closely. The owner of those
12
Arms arms is surely gone, but you still carry those warm feelings for emotional
support.
Bittersweet memories of pure love. You're not sure who it was you loved, but
Blossoming
13 that feeling certainly remains, waiting quietly within you. The thought of it still
Love
leaves your body shaking with pain.
43
There was a person you could never forgive, so you performed a ceremony
14 Curse charged with your hate. Always, forever, as long as you still woke, you cursed
their name. In turn, you cursed yourself just as completely - an eye for an eye.
You don't know where it came from, but you remember a single song perfectly.
15 Song It's just a song you whistled or hummed to yourself, but it's very dear to you.
Sometimes the lyrics you think you remember change, bit by bit.
You gorged yourself on sweet, sweet cake. Fluffy sponge cake, with melting
16 Cake cream and brightly-colored fruit. There's none of that left in this world, though.
If you found some, could your tongue even taste it?
Brightly blazing flames engulfed your surroundings. In that flickering wave of
heat, you felt more intoxicated than frightened. You want to feel those flames,
17 Flames
that intoxication, one more time. Unfortunately, this is a world where even
flammable things are scarce...
While doing housework, you cried and panicked at the smallest cut, every time
18 Cut you pricked your finger on a needle or a knife. To the you of today, who can
even be torn to shreds, that sort of scratch means very little…
A white room. Medication, needles, people clad all in white. Were those
19 White Room emaciated limbs really yours? You couldn't move them then, but now that
you're dead…
The eerie silhouette of a ruined black mansion sometimes comes to mind. You
20 Black House remember curiosity pushing you to enter the house, though you knew you
shouldn't. But what happened after that... you can't recall.
Locked behind iron bars, chained to a hard bed. Every day was misery. You
were a butterfly with your wings plucked off. You're still chained to somebody,
21 Chains
even now that you're dead. Even if you seem to be free, you're a puppet. How
long are you fated to dance on these strings?
You watched the moon and stars in the sky. Back then, you thought the night
22 Starry Sky sky was beautiful – now it's just... darkness. The eyes of the dead see pain and
sadness clearer than anything else.
There was one other girl beside you. You've forgotten her name, her face, even
23 Girl how you knew her. But you could never forget her smile. You loved her. You
loved the dear friend who showed you that smile.
There was one object you treasured more than anything. What exactly was
24 Treasure that item? Could it be one of the treasures you carry now?You and it are surely
bound together by fate.
Who was it that died? Everybody is crying, mourning, inconsolable. What about
Funeral
25 you? The face in the memorial photograph that used to loom large in your
Service
memory has faded, but it was certainly a funeral for someone important to you.
All your friends and family gathered for a wonderfully fun party. You're certain
26 Party that was one of your happiest times. Recalling that happiness now only
torments you.
You're certain that a new life once dwelled within you. A life that shouldn't have
been, though it filled you with maternal emotions. But weren't you just a girl?
27 New Life
Could it be that your brain simply remembers viewing such a thing from the
outside?
28 Pet Dog It wasn't a person, but was precious family to you all the same. You remember
its barks, its breathing, the feeling of its tongue and fur, even its name. All of
44
those still remain, untouched, in your mind.
You were high, high in the sky, looking down on the world below you, though
29 Wings you can't remember the scenery too well. You were definitely flying through
that sky. What's happened since then? Can you fly now?
Your daily routine was a bit plain and tedious, yes, but you wouldn't want to
30 Everyday Life change those happy times. You believed that life would surely last forever... but
this body and this world don't match those days at all, do they?
You were broken, abandoned, and buried. You screamed, raged, and cursed
31 Thrown Away the outrageous unfairness of it all. But in the future, things would be different.
Surely, after all this... surely your hopes will... there's no way...
You hurt someone important to you and never got to say a single word in
32 Apology apology. You're dead, but still exist here, so surely that person does too. You
still need to apologize to that person. You have to.
Wondrous magical pieces of paper... with them, you could obtain anything you
wanted. You remember what they were called... "Money." You used to collect
Monetary
33 those pieces of paper by any means necessary. A person's worth could be
Greed
measured in how many they held. They must still be somewhere in this world,
right?
A life ended before your eyes. You don't remember how, but that life belonged
34 Death to someone dearly important to you. Now, you've died, too, but you're still
walking around. Could the same thing have happened to that person?
The sights of your hometown, the place where you were born, grew, and
35 Birthplace played. There's no longer any such place, except in your mind. But you'd never
forget the scenery of that, your safest, most important place...
You had an unfulfilled dream. Could that wish ever come true? It hurts your
36 Wish heart to think of it now. You don't know why, there's certainly no excuse, but...
you can't even remember that wish.
You were immersed in pure, clean water. Were you swimming? Did you plunge
37 Water in to your death? Whichever the case, you remember the experience fondly,
and being soaked brings that happiness back.
You were knitting something. Who was it for? What were you knitting? A
38 Knitting muffler? Gloves? A sweater...? Your fingers still remember how to knit. If you
had wool and needles, even now, you should be able to knit something…
There was a kind person you owe a debt of gratitude to. You never managed to
thank them like you should have... when you meet again, the first thing you'll
39 Gratitude
do is say those words. Oh, but... just who was that person? What sort of
person were they?
You enjoyed caring for flowers. Transplanting them, fertilizing them, watering
Fragrance them... Everything to do with gardening, really.You spent your life secluded with
40
of Soil the fragrance of soil and flowering plants... but the flowers you remember no
longer exist in this world.
There was a being who you offered up prayers to. You believed that praying
41 God would bring you happiness. Are you happy as you are now? If you're not
happy, perhaps you just didn't pray enough.
42 Classroom Blackboards, chairs, desks... everyone sat there, playing, talking, and studying.
You want to return to that room. You wonder where everyone else went... and
45
where you are.
Dozing on a futon in the morning sun. All the happiness you needed was right
43 Futon there, in your memories of a warm futon. But this world has long since woken
you up.
Your face reflected in the mirror, doing your best to be pretty. Using lipstick for
44 Dresser the first time, changing your hairstyles, applying makeup... Oh, but now you've
got the face of a corpse. Can this Doll's face ever be a substitute?
Tied to an operating table, your eyes wide open in fear. Your mouth gagged –
Operating
45 you can't even scream. Blood-drenched doctors draw ever closer. Shining
Table
scalpels inch closer and closer to your skin, your skin–!
Something was shadowing you. Strange little phenomena piled up over time,
46 Stalker and you'd often wake up horribly panicked. Who or what was following you,
you never knew, but... there, outside the window, outside..!
Envy. Envy. Why is everyone smiling, even though you were that unhappy?
47 Envy They must be happy. Envy. Envy. More than all else, you're jealous of your own
self, back when you were still happy.
The world outside was too frightening. Everyone there could only hurt you. So
you locked yourself away in a little room. You never needed to leave.
48 Hikikomori
Nevertheless... you were dragged out. Of course, the outside world is still too
scary. You just want to go home to your room.
A nozzle that poured nice hot water over you. Humming while you bathed. The
scent of soap. You want to feel those things again. But when you try to bathe
49 Shower
now, parts of your body start to collapse, and all you can do is sigh and
reminisce.
Out of nowhere, you heard an explosive sound. The inside of your chest felt
50 Gunshot hot. You turned around right away, and you... don't remember what happened
next. Sounds like that are part of daily life now.
Books arranged in well-organized lines. Rows and rows of titles. Reading for
51 Library pleasure and learning for pleasure. The knowledge you found there was
everything to you. Shut tight in that quiet place, that's where you belong.
You were a liar. Nobody truly trusted you, and you would never trust them. Can
52 Mask you rely on any of your sisters today? You know it's absolutely necessary to
trust somebody, somewhere. Even so, you...
You were lonely all the time, and wished for friends. Somewhere in this whole
53 All Alone rotten world, there must be a friend you can confide in. There must be at least
one wonderful thing about this time.
You played an instrument every day. You don't have it anymore, and don't
Musical remember the names of the songs you used to know. You can still hum some
54
Performance of them, though, and if that instrument still existed, you're sure your fingers
would remember how to play.
Cold, white, airy fragments. You remember days when they fell from the sky
55 Snow and covered everything in pure white. All that falls in this world is black ash.
Will there ever be a day when the snow falls again?
You loved to move your body. Even in desperate conflicts, you may just be
56 Sports happy for the chance to exercise. But this body never tires, feels pain, or grows
at all. How are you supposed to use it now?
46
Your body was half of a whole. Another child who shared your face was born
on the same day as you. There was a mysterious bond between the two of you
57 Twin
- somehow, you always knew what the other was doing. That's why, even in
this world, you know the other half of you is out there somewhere.
A poor little bird, trapped behind bars. You let that caged bird go. Now, you're
58 Caged Bird just like that bird, imprisoned in a body that can never die. Someday, will
someone have pity and set you free?
A cute Doll fell over and broke. Its limbs were ripped off, bent in bizarre
59 Doll directions. What a pitiful memory. Oh, but when you think of it now... you're just
like that pathetic broken Doll, aren't you?
The View Memories of quietly gazing out through the window. What was it that you
60 from the watched, again? Whatever it was, it was always a beautiful view, and you
Window yearned to go outside into it. At the very least, you know it wasn't this place.
You remember predictions of good fortune. Someone promised you good luck.
Fortune Those words told you that your luck would surely make you happy. That might
61
Telling have been nothing but a childish game, but those precious words still support
you now.
Holding hands with somebody. You don't remember who that was - only the
Holding sense of security it brought. If you could feel relief by touching that hand,
62
Hands maybe you can find it again with one of your companions now. Perhaps you
can feel that warmth again, even in cold, clammy hands.
A memory of constant, aching hunger in a time when you weren't able to eat.
Your stomach withered. You longed to bite, to chew.
63 Starvation
IwanttoeatIwanttoeatIwanttoeat. That's right, back then... even your own hand
would do...
Recurring memories of being humiliated and disgraced. They shredded your
pride. You played along, but even so... All you remember clearly is the feeling
64 Humiliation
of your skin crawling and the sense of overwhelming anxiety. If you were
resurrected in this world, then surely, people like them were too.
A cute outfit you wore in your memories. Your face is unclear - just those
65 Cute Clothes clothes reflected in the mirror. One day, your heart was throbbing. You had to
display them to somebody... but to who? And where are those clothes now?
You made meals. Cutting vegetables, stirring a pot, cracking eggs, stir-frying
meat. At first, you couldn't really make anything, but gradually, you became
66 Cooking
much better.You can't remember the taste of any of those dishes, though. Was
what you made really that delicious?
When you got irritated, when you felt like it, you harassed weaker people.
That's right- you had friends. And you would all surround that weakling and
67 Bully
play with them. Kicking, pulling hair, putting things on their head... that sure
was fun.
There was a picture you'd started to paint. Everyone praised you as you made
68 Painting it. It was wonderful. Magnificent. But you've already forgotten just what kind of
painting it was...
The flames of desire burning inside of you. Your entire body flushed with heat,
69 Lust longing for the pleasures of love. It still aches in your mind, sometimes. Can
your dead body ever satisfy those desires?
The Living There it was. It turned to pursue you. You ran, screaming, desperately
70
Dead searching for an escape, but were torn to pieces alive by the hands of a living
47
corpse. How pitiful. That's right. The thing from back then, the thing that
ravaged your body so, was surely one of the Undead.
A cozy nap. You need to wake up, but don't want to get out from the futon. The
71 Dozing morning sun is leaking through the window. Birds are singing. Those were the
sensations of awakening from sleep. But not in this world...
You remember a relaxed conversation with a friend. You talked about fashion,
72 Conversation the weather, the people you liked, disliked, and loved... Whenever you have a
good chat now, you remember that talk, and tears of envy start to fall.
You were grieving over someone's death. They died right before your eyes,
The Dead though you can't remember who it was. But then... their corpse started moving
73
Rise again. You, who thought that that person revived, were attacked by their nails
and teeth.
Day in and day out, you played the same game. What sort of game? Why were
you playing it? You don't remember. All you remember is your unbroken gaze
74 Game
at the screen, and how you regretted every time you left that room, even to
sleep.
Something was sold. What was it - blood, or hair, or organs? Or small buds or
75 Sold petals? You sold it to somebody who was very happy with it. You have the
money for... what was it, again?
You have to study and get good grades. You have to show everyone that you
76 Study excel. If you don't... Well, what redeeming qualities would you have? You're not
sure. There must have been some, right?
Ah, happiness. Such fun, happy days. You were afraid that happiness might
end some day. It seems now like those times could have been nothing but a
77 Happy Times
pleasant dream. The memories inside you now are just like dreams. But... how
can you tell where they meet?
Heaps of earth are falling down around you. The soil covering your limbs is
cold, and then lukewarm, and even though you're conscious, the dirt keeps
78 Burial
coming down. You can't move your body, or even your face. You are plunging
beneath the earth.
Holding various things in your hands. Gazing into display windows. Checking
79 Shopping the contents of your purse, over and over. Shopping sure was fun. You wonder
who you were with, that time – who shared that happy day with you.
Were you there with family? Friends? Someone you loved? The noisy
Amusement amusement park in that wonderful memory was like another world. Colorful
80
Park rides. Crowds of happy people. Where is that place now? Is there any trace of
it left?
Birds chirping, a beautiful garden, white chairs and a white table. Black tea
poured from a teapot. Sweet-smelling cookies. Enjoyable friendly chats. Sweet
81 Tea Party
memories from that time you lived as a young girl. It's those memories that
allow you to continue on as a young girl.
You had a horrible, shameful secret, one you could never share with anybody,
82 Secret one that must never be known. Oh, but... you've forgotten what it was. Is there
somebody else who still knows it?
83 Flowerbed You tended to a flowerbed – fertilized it, watered it, protected it from pests, so
that beautiful flowers could grow there, and you could watch them blossom.
You spent a long time working hard for that goal, but... the rest seems to have
48
been washed from your memory. How is that flowerbed faring today?
You remember an encounter with something inexplicable. Strange sounds. An
otherworldly light, casting bizarre shadows. It terrified you then... but now it just
84 Ghost
seems like a pleasant fairy tale. After all, now you're the very same kind of
being you were frightened of.
Was it an attic? A closet? A dresser? Wherever it was, you were creating your
85 Refuge own tiny world inside. You locked yourself away in that world just for you. Will
you need another refuge like that here?
There's somebody you must meet again – a treasured person you were
86 Separation separated from. You don't remember them well, but you're certain you would if
you found them again. If only that person still exists, you won't forget them...
You remember writing a few of your own stories – were you a novelist or a
87 Story poet? Will you ever write another story? Perhaps even the story of your own
life? Maybe if you read that, you could recall everything about yourself.
You had a kind older brother. You always fawned on him. Admired him. To you,
he was more important than anyone else. The ideal person. And you can't
88 Big Brother
even remember his name. Even though you think you'd recognize him if you
met up with him...
You were completely lost, all on your own. You didn't understand what was
happening – you just stumbled through that unfamiliar place, crying. All you
89 Lost Child
saw was darkness. On and on you wandered – nothing but strangers. Still, that
time, there was one kind person...
Crashing waves. An expanse of white sand. A sea that stretched out endlessly.
Now and then, fish leapt up from beneath its surface. That sea still exists in
90 Beach
your memories. It must be somewhere in the world. Is the ocean still as full of
life as it used to be?
You ran, fleeing the war. You didn't want to accept reality, and you saw the
91 War
shell flying at you as a bird. You reached your hand out to that bird...
Someone important to you died. No, that's not right - they're only sleeping. You
Handling a
92 just had to wake them up. After all, you woke up even though you were dead,
Corpse
so they must still be sleeping out there somewhere.
You've got to take it. You've got to take that medicine, or you'll break. You'll
93 Medicine break. Your body will fall apart. Your mind will shatter. Hurry. Hurry and take it
faster. You've got to find it now. If you don't, if, if, ififififififififif–
That's right. You hated them. You hated the insects that skittered or flitted
about. Your hatred for those creatures was overpowering. Those disgusting,
94 Insects
cursed creatures. So you spent your time in rooms where they could never
reach you. But now...
You can't recall their name or face, but someone precious to you died. Their
A Visit from death was incredibly painful, and the loss left a gaping hole in your heart. But
95
Death now that you've died and been resurrected, you're glad that person had a
chance to die properly, unlike you.
You told a lie. What lie, you can't recall... but you tricked somebody, and you're
96 Lie sure that they died because of it. Is that person still deceived now? If you could
only meet them, if you could tell the truth…
49
You died, and at that moment, you saw a world different from this one. You're
The World
97 certain of it. Then something dragged you forcibly back here. But if a person
After Death
dies in this world, you're sure they'll go to that reality.
You were trained to kill people. Without any questions, you murdered countless
Angel of others, and were praised only for your work. You now live in a world where you
98
Slaughter can never die. A world where you can keep killing forever. Perhaps if you keep
killing, more and more and more, you'll be praised again.
You remember a few sparse details about "them," the person who made you
99 Necromancer this way. Do you feel grateful, I wonder? Even though you're clearly just a toy
to them?
You have a bystander's knowledge of humanity's last days. From what
00 The Last War perspective? However faintly... you remember those terrible events. Just how
foolish and tragic were they?
50
Fragments of Memory, Table A (tGD)
Overcame by curiosity, you opened that door you were told never to open.
Behind the Behind that door.... what was there? What did you see? You can't remember
1
Door anymore. But you have a feeling that whatever was behind that door and your
current condition, are connected.
You went up a ship with someone and set sailed. Pointing and laughing at the
gulls, the atmosphere upon that calm sea is filled with solicitude. But now, that
2 Boat Trip
ocean you've once sailed, once filled with happiness, is no more. Even the blue
skies are naught but memories.
You were chatting happily under that dreamy moon light, till you forgot the
Moonlight passage of time. Who were you talking to? Was it the moon? The starry skies?
3
Bath Or someone you cherished? Even when you have forgotten about who or what
you were talking with, you'll never forget the moonlight
A beautiful dress, words of congratulations. A deep passionate kiss, a vow to be
together forever. That was the memory of the wedding day of you and the other
4 Wedding half that you couldn't remember. You can't tell if the wedding in your memories
was truly long lasting or merely a show. But you still recall, how fast your heart
was beating at that moment...
A piece of cold metal resides deep within your heart and constantly prickled
your heart, it made you lose control of your temper. Despite not being able to
5 Vengeance remember who and what that hate is, you're unable to release yourself from
that deep instinctual hate deep within. Perhaps, this was the thing that made
you rise up again.
Something seemed missing, everyday seemed so hollow, and you cannot see
any hope in the future. Everything you see, heard or touch have no meaning
6 Hollow Days
what so ever. And now you have literally became what you once figuratively
was, a living corpse.
You have wanted it for so long, you wanted it so much that you're unable to take
Display
7 your eyes off it. Even though you cannot touch it, it's always there where you
Window
can see it. What was the thing that you wanted? And did you get it in the end?
Reality was so cruel, that's why you escaped into your happy delusions. You
can still remember that perfect world in your mind, no matter how fragmented it
8 Delusion
is. But the reality is, you've been brought into a even crueler world than before.
How you longed to escape, to escape into yout blissful delusion.
At that time, every minute, every second felt like an eternity. You were hiding
Sound of from something, and it's something you do not wish to see. Because whatever it
9
Destruction was, it's appearance heralded destruction. And until it completely destroyed
you, you waited.
At that instant, perhaps it was a reflex, perhaps you were forced to the brink,
10 Suicide you can't remember what you were thinking before you died. Anyway, in the
end, you seemed to have made the decision to take your own life.
51
There was only two people there, you, and someone else. Both of you were
11 Two of You scared, very scared, you hugged each other tightly. The body of the other
person cooled gradually and yours too. That person, are they still asleep now?
You made a foolish decision to find a place for yourself. You would do anything
12 Slave to Love for love, anything your lover said, you'll do it. You became someone who only
knows how to nod to find a place for yourself, and unknowingly lost everything.
For some insignificant money, you were sold away. Your body, your heart, does
13 Sold not belong to you anymore, but the property of someone else. You suppressed
your emotions, and lived as a doll.
You died protecting someone. Did they survive in the end due to your sacrifice?
14 Sacrifice Your conscious faded before you can know for sure. At least, if you can
remember that person.
The person you cherished broke, and you are filled with despair as you took
care of them. Those are days where you received nothing but curses and no
15 Broken
gratitude. Perhaps not having the memory of that person is an act of mercy
from the necromancer?
In the past, you were used to guiding other, giving orders. The world around you
16 Guide revolved with you at the center, everyone was looking for your guidance. But is
what you once was still around? Or have you put down that burden long ago?
A moment of hesitation, a wrong answer. For that, you paid a heavy price. Even
17 Regret when you have forgotten what happened back then, that pain left an
unremovable scar in your heart.
You remember that tiny insignificant mistake. Actually no one would have cared,
but your face reddens every time you remembered it. Even though it's
18 Shame
embarrassing, you would probably smile when facing the past you, would you
not?
"There's no problem as long as it's love!" Following these principals, you made
your love a reality. But you never thought that a twisted love like this would
19 Twisted Love
bring tragedy and sadness, you ravaged that love. But can those memories
prevent you from going down the same path again?
It started as an innocent prank, but lead to an unimaginable disaster. It's
something that apologizing will not help. It might be fortunate that you cannot
20 Prank
remember anything, but the will to atone for your sins, still weighed heavily on
your soul.
52
No one lend you a helping hand, as if you were nothing but thin air. You died
21 Ignored tragically in their sight. All the need to do was extend a hand to save you, but no
one did.
Those days where you swam in your swimsuits. You enjoyed swimming in the
water. The world under the water is fast, far and deep. You used all your senses
22 Swimming
to enjoy swimming. I wonder, are the seas and pools that you once swam still
around?
You liked making snacks, and enjoyed watching the happy expression of others
while eating it. Even now, you still remember many of the recipes. You wanted
23 Snacks
to make some for your sisters, but how would you gather the ingredients in this
damned world?
"What would you do if the world ended?" your carefree friend asked for no
24 What if reason as you chatted. None of you know back then that the end of the world
would come one day.
You loved someone that you shouldn't. Afraid of the disapproval and looks of
Forbidden others, you kept that feeling close to your heart. But perhaps it would work out
25
Love now? But first you need to find that person. Even if you cannot remember how
they looked, surely you would remember if you met them, right?
Simply out of curiosity, you did it, what you did…… was a sweet sweet
Forbidden sensation you could not tell anyone else, nor can anyone teach you. As your
26
Fruit sinful body trembled, again and again, not even your self-restraint could stop
the motions of your hands.
You lived in a farm on the mountain. Surrounded by nature and animals, the
visitors you get are all familiar faces. Everyday you interacted with life. But how
27 Farm
did you end up in your current situation? Why did that life of yours suddenly
disappeared?
You worked and labored everyday inside the factory. All that you hear is the
Factory
28 sounds of machines, all you see are parts. This was a silent, restless work
Works
without pause. What were you making?
A sudden curiosity, or maybe a sudden suspicion. You followed behind
29 Following something and peeked. You can't remember what happened or what did you
see in the end. But maybe how you are currently is a product of that curiosity?
In the darkness, you pushed forward with your arms stretched. Without a hint of
30 Darkness fear, it call came naturally to you. Because you have lived in darkness for a long
time. The world that others cannot see through is so clear for you.
53
You stood in the center of attention of others, showered with adoration and
envy, that was your daily life. You still remember those feelings, filled with
31 Idol
pride and a bit of emptiness. You stood tall and smiled. But now, those who
will pay attention to you are all gone.
Deep down you believed that you're special, different from those around
32 Special you. You looked down on the boring things around you. But how did you
end up in this situation? You were supposed to be the chosen one, why?
You were being chased by someone. A scream came from behind. You
33 Predated turned around and see the face of a giant insect eating your chaser. And
then, the jaws clamped around you.... and you were eaten alive.
A four-leaf clover is a symbol of luck. You searched and searched among
the clovers. I bet you've searched long and hard. Was it for someone? Or
34 Three Leaf Clover
was it to fulfill your won dream? But there's not even a three leaf clover in
this desolate place.
You remembered the feeling on top of your head, and you liked it. Once,
you had someone who would give you head pats. Someone who spoiled
35 Head Pats you, someone who's willing to spend time with you. Now, someone like
that..... if you can't find them, maybe you can slowly teach someone to be
like that? Hopefully you can meet a sister that likes others like that.
You have something that you must find, even if you cannot remember what
Searching for
36 it is, it's very very important and must be found. If you don't try to find it,
Something
your heart will be filled with nothing but emptiness.
You had an argument with someone who you cannot remember. But you
Deteriorating know it's someone important to you, and that you must mend your
37
Relationship relationship! You cannot let your relationship end like this, they must have
the same thought as well! They must wish to laugh again together with you!
You were doing something restlessly, you wanted to make it faster, to hurry
it up, but that just leads you further away from your goals. I must hurry up! I
38 Restless
have to hurry up! You can feel the restless filling pressing down on you, like
phantoms in a nightmare, What should you do?
You had someone you like, but back then you disavowed those feelings.
Somehow you made up your mind and stubbornly stayed away from that
Foolish
39 person. And you never changed that situation until the day you died. Finally
Stubbornness
in this world where there's no turning back, you understood how foolish
that decision was.
You never faced obstacles as you grew up, you get anything you wanted
40 Lady and you've never even known of malice. Those love filled days was but a
blur now. Look at yourself now! Who's work of love could you be?
54
You loved another and were deeply loved in turn. Two hearts combined together
in warmth. Joined together from the tips of your tongues down to your curling
41 Sweet Time
toes. Even if the memory of the person is faded, you will not forget that warmth.
As lonely as you are, you still seek that warmth.
Your body had already died, yet you were forced to live. Trapped on a bed.
Endless inspections, medications, surgery. Just to survive another had, you had
42 Half Dead
to endure pain and boredom. Just remembering how life was back then,
perhaps here and now isn't so bad.
Memories of shattered mirror fragments. A memory of destroying the mirror.
Broken
43 Looking at the people and world around you, they too seem just as broken as
Mirror
that mirror was.
In this bleak world, death brought comfort to you. You were finally liberated from
The Warmth
44 this cruel world. It should have been like that, it should have been that way!
of Death
When you opened your eyes, you saw a more ruthless world before you.
You worked hard to make a lunch for everyone. There were many successes
45 Lunch and failures in the process. The effort you made was very real. You took it
seriously and walked out of the house and...did they even get a chance to try it?
You fell to the lowest point you could fall. Living in such a desperate situation
46 Rock Bottom with no choice but to survive. There was no rescue as you ate carrion , drank
rainwater and lived as a worm. However, you managed to survive the end.
You liked to build and play with dolls. Change clothes. Change hairstyles. Swap
47 Doll Game hands and feet. Replace the head. Knowing the joy of this, perhaps you
understand the madness of the necromancer.
You saw something that shouldn't have been seen. You were chased down and
48 Witness
killed. What did you see?
The huge explosions, the rocking ground. Everything being destroyed.
Natural Thunderstorms clashing above. You tasted the fury of the earth. Even though
49
Disaster weather weapons existed, perhaps you are fortunate that they do not seem to
exist anymore.
You feel like you don't exist. You don't complain though. You just keep getting
shunted around by those who are pushing forward. You just haven't died, yet
50 Emptiness
you live with no sense of fulfillment. Now you are a little bit more alive...even if
you are constantly in danger and fear.
55
Someone's desire. Someone's depression. Someone's disappointment.
You spent your time exposed to such vented feelings. Pain. Humiliation.
51 Farewell
You had to endure it...and now they are gone. Can you resist your own
misery? Will it carry into your new life?
You are dirty and soiled. They washed their hands and lowered the curtain
as they reached for the shower head. What is this thing, overflowing with
52 Clean
emotion from your eyes? Blood and tears are washed from you. Dirt. Hate.
Disgust. Wash it all away.
Carefully wipe out the weak. It's a guilty feeling of pleasure. You don't act
with the innocence of not knowing what life is, what you do is malicious
53 Cruel Games
from beginning to end. What you did on that day, seems to be the inverse
of what happens today.
In the war, you lost your hometown. Wandering with refugees to reach the
next settlement. But that place is a distant dream you just believe that
54 Refugees something better is at the end of that road and keep moving forward.
Hungry and cold, attacked by the undead. Not a single person didn't have
their life ruined.
The fiery sunset shines on the golden plain. A wheat field full of crops. The
people within it were laughing as they waited for the harvest. The scene of
55 Wheat Field
that day, even in clouded memory, is still a unique and irreplaceable
beauty.
It was just the usual backstreet, then you were caught by someone's hand.
Among the You were dragged into the alleyway violently and only got to scream once,
56
Alleyways before your mouth was gagged. Then, what happened next, you can't
remember. Is it better not to think about it?
Your world is a cramped dark room. Your bed sheets is always damp and
dirty, the stench of someone's body fluids emanates from it. Everyday, a
57 Wet Bed different man came, what are you supposed to do in this place? You
thought about it absent mindedly as you gaze upon the blue sky sipping
through the cracks.
Your lover was taken away, taken away by a good friend you trusted! But
you will never give up, nor will you ever forgive such a betrayal. Even now,
58 Love Lost you still yearn for your lover. Even if you are dead, you are still alive. In this
case, as long as you don't give up, as long as the hazy image of your lover
is in your mind, you can't give up!
You had pride. You were full of confidence and dignity. But when it was
59 Falling crushed, everything became unbearable. You forgot the pride you had, you
forgot what made you fall. Yet the pain remains.
You have an important agreement. Although you have long forgot who you
60 Agreement are and what you are doing, you could never forget this agreement. It must
be realized, for it is an intense obligation.
56
You were never liked by humans, but the insects are different. They love you
and trust you deeply. A single insect is weak, but is invincible in a swarm and
61 Insect Love
will never betray others. The insects that you love are still in this dead world. To
you, the world is still very alive and well...
You carefully raise the wonderful buds you gathered from somewhere. Under
Shaped the cultivation of people, the plants grow stronger and taller than people. Then
62
Flower one day, the plant started to move. Killing and devouring your loved ones,
friends and anyone nearby. Were you eaten?
You had to act on your doubts and curiosity. You proceeded with an
investigation. You knew the dark truth of society would bow before justice. Is
63 Investigation
your present life a result of justice? Is it? There isn't anyone else to blame for
this..
On that day, you were attacked by someone familiar to you. They had bloated
Feast of the eyes and a slavering jaw. Your hometown because a city of the dead within a
64
Dead single night. The shambling, moaning dead are just like you now...yet there are
those who are even worse off than them.
Growing up. Raising children, who in turn raised their own children. Welcoming
65 Good End the weddings, then passing away in happiness... but why did you wake up?
What is this body? Where did your aged body go? Questions flood like tides.
No matter where, you would want to be together with your love. You kissed the
Together as body of the one you've forgotten, then you opened your mouth and savored
66
One their taste, finally swallowing them. Together as one. That person is in your
body, slowly becoming a part of you.
Nothing is going well. Always having to ask for help. You began to hate yourself.
67 Useless You are terrible and hate yourself. But, you don't want to give up trying. Have
you found a second wind? Or are you still a useless child?
You felt the slap of the hand the same as the insults. The person infront of you
68 Stupid! was angry to the point of tears. What happened? What did you say? Who is that
person? Will your sisters know?
Walking on all fours, eating from a plate prepared by your master, getting petted
69 Dog Days as people praised you. You were a dog, with a kind owner, everyday your were
well taken care of. Because you were a dog, you must have been.
At that time, you whispered to the tombstone. Now you have forgotten who the
Before the
70 tombstone belonged to, but that lonely cemetery and your own whisper remain
Grave
in your mind. Was there a person important to you in that grave?
57
The cherry blossoms bloom and fall to the ground. Under the petals, it is
Cherry Blossom
71 like a dream of fluttering pink. What were you doing under the cherry
Bloom
blossoms? Were you spellbound by their color? What was going on?
There were a lot of people infront of you who just fell over. Just some
twitches, then they never moved again. It was as if they were hit with
72 Corpses
invisible bullets. Yet you just started at it all. Finally, people wearing
protective clothing appeared and...what happened?
There were cameras set up next to you and people who are operating
them. What are they taking photos of? Was it a movie? What was being
73 Camera
reflected behind those lens? You notice the cameras. Are you a model? It
is very suspicious.
Hot and wet breath upon the back of your neck. It was unbearable,
disgusting and you suppressed how revolted you felt. At that time, what
74 Hot Breath
happened in the end? All that you know is that your sisters do not have
heavy breathing.
The man's body began to deform and become a strange shape. Scratched
skin starts to bloom with raw welts and mouths start to appear. This is a
75 Mutation
terrible nightmare. In the dream, you can only run forever. However, this
horror is now a reality.
The kitten rested upon your lap, responding to your delicate care. A cat that
is still young, gently licks your fingertips. This cat has started to live
76 Kitten
together with you without even knowing it. You really want to see that cat
again..
The intimate contact between fingertips. In your faint thoughts, should
there only be that other person? The slight heat from your shared touch
77 Fingertips
made you hesitate. Just a little moment, then a little warmth. That small
warmth, you still carry upon your fingertips and heart.
What you saw was a pair of eyes like a dead fish. Who's eyes are they?
78 Dull Eyes What are these eyes wanting? These unknown eyes, who are they
watching and why?
Locked up with no way out. In the shadows, the door was slammed. You
79 Let Me Out! cried and cried, but nobody came. Nobody let you go. You don't know how
long it took until you died..or were saved.
You offered your body willingly, to be transformed into one of the undead.
With the blessings of your family and those around you, it was made so.
80 Sacrifice
You don't know what happened after that, only that when the people
departed, they were in high spirits.
58
Only two people knew the secret code. Although you have forgotten who the
81 Code other person was, you still keep these secrets. You still carry them within your
heart.
In order to gain approval of the people around you, you pretended to be more
mature than you really are. You put a lot of effort into it and did a lot of stupid
82 Maturity
things. Nowadays, all the laughing adults are gone. Only girls are left. This
makes you feel miserable.
There once were friends who agreed they would never forget each other.
They shared their memories, encouraged and comforted each other. Even if
83 Friends they argued, their friendship remained the same. You remember this, but not
the face and name of your friend. Surely if you encounter them, you'll
remember them?
You have the memory of cutting long hair. Why cut it? What was the reason?
84 Haircut What remains with you is the feeling of lighter hair and the cool air upon the
back of your neck. What happened on the day when you cut your hair?
The door of the shelter was closed. You were shut out. Were you exiled?
85 Closed door Were you too slow in trying to get to safety? You were left in the ruins.
Eventually your body was destroyed along with the world.
Was it for treatment? Was it for a strong body? Some of your body was
replaced with machinery. The reason for the transformation is but a faint
86 Enhancements
memory. Your body is perhaps mechanical even now. Are you still
transforming?
You should have been asleep in the capsule. Waiting until the day there was a
cure, or the world returned to peace. Now death has cured your sickness and
87 Artificial Sleep
there is no war in the world. But what was it that made your body like this?
When was it?
The day when you fled with your sweetheart. Where did you escape from?
Where are you going to? How much love is there in this? Why did you die?
88 Elope
Who is the one who fled alongside you? Although you can't remember a lot of
the details, it is still a dazzling memory.
Love based on friendship and laziness. That is, the fire of passion no longer
rises. All the warmth has faded. Yet they remained together, to stop others
89 Faded Feelings
from gossiping. You have seen such embarrassing love, in the form of your
parents. Perhaps now you have begun to taste that same sort of love?
You fall in love fast, then break up just as quickly. You enjoy it. A lot of love, a
lot of fun and a lot of tears. You don't care about the awkwardness or rumors.
90 Passionate
You don't remember how many romances you experienced, nor do you care.
It's good to follow this freedom.
59
It's a fierce dispute. Who are the parties involved? Are you involved in the
argument, or is it a quarrel you saw as a bystander? What is the content of
91 Argument
the argument? Is that something that should be remembered, or would it
be better to not have it echo back to you?
On that day, at that time, you summoned up the courage to make your
confession. You haven't received a response yet, and you're already dead.
92 Confession
Regret has been left in your heart. As long as you can think back, and
remember the other person's answer.
It is impossible to face society. It is a gorgeous world full of filth. Even now,
93 Backstreets you still carry this understanding. Although some details have been
forgotten, the instinct to survive in the city jungle still drives your body.
Determined, you hid a blade up your sleeve. You were prepared for the
assassination. You acted entirely on your own wishes. Although you can't
94 Knife remember the results of the attack, you still remember the sheer
determination you had that day. Although you forgot who was
assassinated, you will not forget that determination.
It wasn't a special day. There was a sound in the sky. Then all was light.
95 Light Everything around you was swallowed up in that brilliance. The very
moment you feel the heat, your memory fades.
On that day, people become chaotic and the atrocities began. During the
96 Panic riots, whoever was hurt and fell to the ground was trampled by countless
feet. In this world where everything is out of control, your memory lingers.
Was it a serious illness or an accident? In short, you became crippled. You
couldn't control your body. You could only lie in bed. When you were
97 Final Treatment offered the latest treatments to heal you, you agreed on the spot. You did
gain a body that was able to move, even if it is now drastically different
from what you imagined.
You didn't think you'll be the subject of an experiment. You wanted to help
with the research...so the necromancer complied with your request in the
98 Assistant worst possible way. In your body, there is a fragment of what research took
place at that time. You are all too aware of the cruel treatment you suffered
back then.
Curled up in a tank filled with liquid. Does this mean you were created
99 Culture Tank
here? Or were you originally a human? Why are you not in the tank now?
You are one of the first of the living dead. It was in an era where humanity
still walked the earth and created the undead. On the surface, there was
00 Early Creation
sympathy. Then persecution, then abuse. Humanity treated the undead
cruelly, you understood this well.
60
Fragments of Memory, Table B (tGD)
Do not dare to express yourself honestly. You always used a stubborn attitude
1 Resistance to cover up your feelings. As a result, you were not able to make friends. Will
this cycle continue?
Keeping an eye on the clock's hands, waiting for the time to pass. Expectation.
Uneasiness. Fear. Hope. What kind of feelings did you have at that time? Only
2 Clock
the icy clock that depicts time..you do not know why it remains in your memory.
Where is that slow clock now?
You recall a young girl who showed a calm, white face. As if time was frozen,
3 Sleeping Girl she did not move. When did she fall asleep? Are you going to sleep? Is she
sleeping...or..
It's awesome to be praised. You're proud and a little bit embarrassed. Everyone
4 Praise is facing you and happy. What did you do to earn those compliments? You
really want to hear those warm words again.
You're counting the stains on the wall and the fluff on the towel. Why do you do
these things? Are you bored? Personal interest? Or does it have something to
5 Count
do with where you were? The answer to your question is only the number of
whispers in your mouth.
When the war began, you fled into the shelter. Overcrowded and chaotic. After
6 Shelter so much unease and fear, the violence started. As the law was ignored and
everything started to break, you can't admit that you got a happy ending.
You were tied up. Why? Even your eyes are covered. No matter what happens
here, there's no way for you to know. You're bound up and helpless. It's terrible,
7 Restraint
but if you scream, it might lead to something even more horrible. In the midst of
fear, you can only shed tears quietly.
Who was with you in the flower garden? Who wove then placed a crown of
flowers upon your head? You tasted the life of a princess for but a single day.
8 Crown
You walked through the courtyard of the garden with..a friend? Family?
Or..lover?
You desperately dug a hole. What is left here will never be discovered. There
9 Buried shouldn't be anyone here. But still, be careful.. dig quietly. You have to hide this.
Dig faster! You can't let anyone see this! What did you bury in that place?
You liked to ride horses. From the saddle of the powerful beast, you can see the
world from on high and become one with the wind as the scenery flows past
10 Riding you. The horse is a reliable partner..and it was also one of your cherished
things in life. What happened to the horse now, in this world where nobody
could feed him?
61
You rarely let yourself settle in the same place. You saw countless faces and
heard countless voices. All the people that you knew from those times are long
11 Wandering
forgotten. However, there were many unforgettable gatherings that you want to
try and remember.
You were set on the road called "ordinary". You can't express yourself. Any
Ordinary talent you had was suppressed. You couldn't be worse than others, but you
12
Children couldn't be better than others. They said this would lead to a smooth life.
However, all this was shattered and even your body did not remain "ordinary."
You were crowned with unwarranted charges. Nobody wanted to listen to you
as you disputed the facts. Under the will of thousands of people, you were
13 Blasphemy despised and cast aside. There is evidence that can prove that your facts were
true, but nobody wants to believe them. This is too unreasonable! What was
your crime at that time?
You kept paying attention to the time as you waited for someone. But that
14 Still Waiting person never came. As time passed and the sun sank into dusk, the person still
did not appear. Even now, you are still waiting in your own way.
White snow, turkey and cheers fill the town. Christmas trees, church bells and
15 Holy Night family cakes. This is Christmas eve and the night is bright. What special things
happened to you that night?
You made a habit of writing into a diary every day. Even though you don't
16 Diary remember what you wrote, it is still a record of the past. Is that diary still in this
world?
You lived in a small church. In the Order, the words of the Lord represent
17 Cult everything and you obey his instructions. What the Lord did...what did he do?
What you done and what happened, you can't remember.
Sudden animal teeth. Blood stained gums. You were attacked by a beast, killed
18 Animal Teeth an eating. What kind of beast would have appeared back then? Why was it
released? Was it even a beast in the first place?
You were locked in a small box. You were screaming as the smoke started to
19 Incinerator rise, but nobody responded. You were burned alive. Was it an accident, or
intentional? Who can you blame for such horror and despair?
You were possibly sitting within a plane, looking out to the clouds below. In the
sky, the whole world has a breathtaking view. Everything is so small, the ocean
Above the
20 is so blue. The beautiful, blue and moving world that you saw from the distant
Sky
sky was still impressive. Now, if you were to look down from the sky, is this
world still beautiful?
62
What happened? The claws of the monster flew towards your eyes and then
21 Broken your bones were shattered. Your body was torn apart, like a doll. Did it also
die at that time? Or, just like yourself, is it also a moving corpse?
One scene after another swept past you. The speed was so quick that the
Flashed Before memories were almost indistinguishable. It was like the memory of your entire
22
Your Eyes life just burst out and rushed past you in an instant. Yes, this must be a
memory of when you died.
You are a clone. You are spare parts for someone. As a copy for the purpose
23 Substitute of replacement organs, you just need to live a healthy life. It's different now.
Your body is not spare parts for anyone.
You have heard the voice of God! God gives instructions and you put them
into practice. The voice of God blames everything. The voice of God is
24 Oracle
unquestionable, always guiding you to the path of absolute correctness. But
now, you can't hear the voice of God. What should you do?
You don't know why, but there is a memory of a different gender in your heart.
Is it just a strange feeling in these clothes? Or does your body even feel
25 Genderswap
strange? How similar is your body now to your memories? Things that are
taken for granted by everyone are different for you.
You were so trusting and that trust was so brutally trampled. That sense of
remorse and loss still exists in your heart. Maybe, you will die and escape that
26 Betrayal
terrible feeling. No matter who did it and made you feel this way, you still
remember it.
A small cradle. There is a clean, innocent and quiet baby sleeping there. It
was a peaceful moment. Look at the child. No, maybe you are the child
27 Cradle
maybe? Who is that child? That could be a very important experience for
you..
From an early age, you showed high intelligence and moved towards the path
of science. You had made many discoveries and countless contributions in
28 Genius
the professional field. What was the research? In the final war, you were
either praised or hated...
There was a very familiar person, and that person was dazzling. You
understood that you could only play a supporting role to that person. Your
29 Inferior
inferiority was not hidden. Even though you have forgotten who that person
was, that inferior feeling still lingers in your heart.
There was an older girl who everyone could rely on. She was more dazzling
30 Older Sister than anyone else. Even if there is no relation by blood, she is still a spiritual
pillar for you. If she is still alive in this doomed world, it would be a miracle!
63
It was just a prank, but a mistake happened. What you suffered in turn was a
painful punishment. In addition to being beaten, you were instilled with
31 Punishment
irrational feelings. Hatred of the world and humanity. With the world now
destroyed, it makes you feel a little happier.
A strong hand is clamped around your throat. Your cheeks are hot and you're
starting to lose consciousness. You want to say something, but you can't
32 Tight Grip
make a sound. After spitting out your last breath, you perished. Within that
memory is the faded image of the person holding your neck.
You killed people. The intention is clear. Your preparations were acute, waiting
for the best moment to strike. When you kill, there was no hate or love for it.
33 Killing
Only the purity of the kill. What makes you irritated is that you can't remember
who or what you killed and what kind of tricks you used to do so.
What emerges in your mind is a quiet scene. Just the nearby park, there are
34 Park swings and slides, benches and the voices of children. It's not a big park, but
you liked it there. Even if it now a wreck, does the park still exist in this world?
Every time you fight and see the scattering of flesh and gore, you will always
think back. The room was messy and never clean. Although it was cluttered,
35 Scattered
the room was a place you could feel relaxed. That was your little nest. You
mourn that it almost certainly does not exist anymore.
You lived with someone you liked. Or perhaps it was someone you loved?
You slept so closely together that you could even hear their breathing. You
36 Cohabitation
don't even need to reach out to feel their body heat. Where did this time go?
Why can't you remember that person?
You are loved by people. The twisted love of terror. It's like love falling into a
spiderweb. It's obsessive and smothering. You felt sick, intolerant and fearful
37 Horrible Love
of this attention. Even so, you were pampered, loved and loved...then
murdered in the name of Love.
The furious voice filled the air, the broken glasses were upon the floor. This is
the storm called violence, before which you are helpless. At that time, you had
38 Roar
no ability to resist. Who is suffering from this rage? Was it you? Someone
else? If only back then you were able to have the power you wield now..
Is that a shelter? Training institution? Graduate school? Hospital? Or an
orphanage? You were locked up somewhere but escaped. Hey, who are you
39 Run Away!
going hand in hand with, running together to seize hope on the horizon? What
kind of situation did you both end up in?
Despair continues to weigh heavily upon your heart. Every day, you pray and
confess to the gods. How much you hoped to be forgiven. You used to be
40 Regrets eager to see what you could be, but now all that you seek are those few
words. You hope to be forgiven. What did you do? What do you regret? What
kind of sin did you commit?
64
That loving person was taken away. Unforgivable! Unforgivable! You won't
allow this! It's rotten! You hate it! That person belongs to you! The broken and
41 Remember
scattered memories make you feel restless. Regardless of the person's
appearance or name, you can't remember them.
You looked up at the heavenly helper with cold eyes. That's right, you weren't
42 Abandoned useful, so you were abandoned. After all, you were no longer useful. Now you
are a doll. Not so useless now, are you?
You saw the face of death. You wonder if your soul is already gone. Have you
Your Own looked in a mirror recently? Did you happen to see a dead man with a similar
43
Death face? Or was it yourself that you saw? Perhaps you are an elaborate creation.
There is only confusion between the then and the now.
Lost most of your body. You can't make a sound. You can't make a sound.
You can't even see it. Everything is darkness. All you can hear is your heart.
44 Killed
You struggled and struggled, but nobody was there to help you. God! Please
kill me! It seems that even the gods are unwilling to fufill your wishes.
You trusted people you can now no longer trust. Too suspicious. This kind of
suspicion brews in your mind every single day. Sometimes you act upon it,
45 Doubt
following these suspicious people. The results of your findings..you cannot
remember, but surely you must have discovered something.
You are spellbound by tricks and have learned how to be skilled with your
hands. You can easily pull off simple tricks. At the moment, you still remember
46 Tricks how much you know the skills of your palm. If you show your skills to your
sisters, perhaps they'll be happy and entertained. Maybe you'll be helpful in
unexpected moments, unexpected places or maybe...
A terrible tragedy for the people. When you saw that the others were
despairing, you have no idea why you laughed. You really enjoyed watching
47 Evil
such things. The misfortune of others is truly entertaining. What kind of
expression do you carry now in this world created by misfortune?
You were whispered a secret. That's when you sold someone in exchange for
a slight profit or security, knowing you were betraying someone who believes
48 Secrets
in you. Perhaps it is fortunate you do not remember the result of this
treachery.
I want this. I also want that. I am angry if I do not get it. Easily spending the
49 Waste money that was not yours, you took whatever you desired. Now that you've
woken up, everything that you had and wanted is now gone.
You had a robot that you treated like a pet and a toy. Nowadays, you are
undead and somewhat similar to that robot. Even back then, that robot was
50 Robot
treated like a human being. Even though it may have rusted on the outside, is
it still the same on the inside?
65
It's a corpse. You see it with a glance. This isn't a battleground. Nor is it a
51 Discovery hospital or an accident. It's not a place for a body though, why is it here? Who
is it? How did it die? You can't think why.
It was too late to notice. With a sharp sound, the car smashed into you. Your
body was instantly like a rag-doll. A slow motion playback of you tumbling
52 Shock!
through the air, then darkness. There's nothing special about it and it's not an
unusual death. Or is it..
There has to be a role model for everyone. In your memory, everyone was
Gifted hopeful for one to appear and you felt obligated to respond to their
53
Students expectations. You have always worked hard. You always followed your
promises to live, live and live...yet you died under their hope.
They are thugs or soldiers. Everything was plundered, wrecked and burned.
54 Predators All smashed apart by those guys. The hell of being captured. This day is
eternal, for even now, you harvest life and sow ruin.
You have been seduced sweetly, tenderly and charmingly. That other person
55 Temptation is also seeking something. This is a transaction of lust. Give what they need
and... what did you get at that time? Who was that person?
A memory of being totally controlled. Every word and sentence listened to.
Constantly watched. No secrets or hiding places. You couldn't relax. Not even
Full
56 your heart was free. Even the smallest act of resistance brought anger and
Management
punishment upon you. Every day was lived under pressure and exploitation.
You don't want to go back to a hell like that.
Among the memories of the storm is the whistle of the wind, the heavy rain
and the lightning. Something was destroyed in the distance. You hid under
57 Storm
your bed, frightened. When you woke up, it was a sunny day, it seemed like
nothing had happened. If would be great if you could still hide in your bed.
Glittering gemstones. Their beauty made you stare intently at them. Who did
they belong to? Where did you see them? You can't remember, but you surely
58 Gems
know that even at the end of the world, those gems must still be dazzling and
beautiful.
You read the picture book many, many times. Words and phrases all came
out and you remember them all. Although you can't remember what kind of
59 Picture Book
person you were in life, the picture book still lingers in your memory. If
possible, you really want to find that book again.
Dirty sheets stained with blood. You rack your brains to try and find a way to
Bloodied destroy the evidence. Come dawn, you will be discovered. Is there any way to
60
Sheets make the sheets disappear without making people suspicious? Why was
there such a thought in the first place?
66
The doorbell rings. Guests are here? You approach the door, unprotected and
reach to open it. You shout at yourself in your memory, pleading not to open
61 Doorbell
the door. You must not open that door. Yet as the door opens...you can't
remember what happened.
There was a person you liked. You carried burning, intense thoughts about
Hidden them. You still regret not being able to tell them how you feel. Even though
62
Thoughts you do not remember them, it would be nice to confess to them. Now, you
don't want to repeat the same mistake ever again.
You stood in the middle of the graveyard. It was once a quiet cemetery. You
don't know who you laid the flowers down upon that grave. It must be
63 Cemetery
someone who was once important in some way. Perhaps if you too could
sleep peacefully, that person would be happy.
Who was hanging there from the rope? Dangling by their neck, limp and
64 Hanging dead, just like a big doll. Who is that? You should know, for that person is
somehow important to you and you witnessed their end.
Is it the blanket that is warmed by the sun, or the hair of a child? If you bury
your face in it, you can feel the warmth of the sun and the scent of summer.
The Taste of
65 You immerse yourself in the happy atmosphere. However, under this sky
Sunlight
smothered with heavy clouds, you have no idea where to find this gentle
atmosphere again.
Tomorrow. Tomorrow. Tomorrow. Tomorrow. There was something that had to
be done. Tomorrow was originally a very important day! It's weird, it's been a
66 Tomorrow
long time since that day has passed...no matter how you you try to control
yourself, you can't wait for the next day to come.
Bandages. Medicine. Disinfectant. Memories of treating injured people.
Medical
67 Thanks. Pain. Death. Fulfillment and powerlessness came in equal measures
Treatment
as patients lived and died. Nowadays, nobody needs medical treatment.
Who is in the memory. Who do you hold in the memory. Important people.
Cherished people. They should have been held tightly with your arms, but
68 Hug
now they are empty. Pursue this warmth, regardless of embarrassment.
Surely you can hug your sisters?
Simply because of curiosity, you did it, the things you did…… is a sweet
sweet sensation you could not tell anyone else, nor can anyone teach you. As
69 Forbidden Fruit
your sinful body trembled, again and again, not even your self-restraint could
stop the motions of your hands.
Remember the day of your birth. On that day, anyone will be blessed. As the
seasons flow, such days are just coming and going. Now, without a date, the
70 Birthday
so-called birthday is now just a number. However, such a figure may also be a
clue to life.
67
Empty your mind and look to the waters and that simple vertical line. That is
the picture of you fishing in the past. That was your daily interest. Although
71 Fishing
there are occasional memories of doing this with others, it's just the beautiful
natural light of the water and the fishing line that remain firmly in your mind.
You pour the tea then add the drug. You know it is poison. In the hot cup, it
72 Poison just looks like ordinary tea. Who drank it? Was it yourself? If not, who was it
for?
You had dreams about the future and you worked hard for them. Although you
don't know if there's any way to realize your dream, your heart is still
73 Future Dreams
resolved. The future is bright and full of hope. Defeat has never appeared in
any of your dreams. Surely you can make them come true?
Was it only in a small place? Or was it so big you couldn't even see the
Power of the
74 border? In short, you once had such power. As a superior, filled with
Throne
arrogance. You just can't remember what kind of power you had..
You once had a servant who gave you a lot of things and helped you with
75 Servants many things. Although you know that they are a person important to you...you
forgot what kind of person they were.
The sunset. It looks like the sky is blushing. Such a beautiful scene is still
deeply imprinted on your eyelids. When you look at the scenery, are you
76 Sunset
alone, or is someone with you? The sunset of this world is completely
different from the sunset of that time and this only makes you bitter.
You gained a lot of attention. A proud memory. All those eyes upon you.
Words of praise. Faint jealousy. People all springing up at once. But now, you
77 Dazzling Time
only have sisters infront of you. You are reminded of the loneliness of the
world whenever you recall this memory.
You have seen a strange painting, although it may be a photo. It is both
Weird
78 horrible and embarrassing, but you cannot remember it's exact details. Even
Paintings
then, it's still imprinted in your memory, unable to be erased.
It was a shameful defeat. Although it may just be a failure that is no big deal,
but as long as you remember it, you will feel unbearable pain. Why were you
79 Big Failure
cursed to carry this memory? You really don't want to mention it to your
sisters...
From the bottom of your heart, you believe that supernatural magic exists. So
you studied it, you sang spells, held rituals. You know that there will be
80 Magic something very powerful stirring and that the boring everyday world will
disappear. Everyday is now completely gone. Do you still believe in magic
now?
68
The soldiers really did this infront of you. Countless shots fired, people falling
Local one after the other, and then the soldiers who were indifferent to their work, let
81
Conscription the dead people stand up, one after the other. Did you die? Or were you with
the group raising the corpses?
Your friend became undead with a personality. Although their words and
Return of the deeds were the same, they are....but there is still guards around, alienation
82
Dead and suspicious eyes watching you both constantly. Finally you had to distance
yourself from your undead friend. Now you are the same as them.
The body is so strange. The symptoms are completely unseen. Confusion,
83 Very Sick illness and anxiety. It's best you go to the hospital quickly.. fear of that illness
has come to you. However, was it really a simple illness?
The giant corpse who only appeared in nightmares strode towards you, it's
actions slow and terrifying. The huge body approached the people who were
84 Giant
shrouded in it's shadow. The giant surges forward..and then it is dark. What is
that? Is that the last moment of life , or is that...
What remains in your memory is a broken doll. It was a sweet and lovely girl
85 Girl Doll shaped doll. That must be a doll. Human beings are not like that. It was your
fault that it was still moving faintly. That should have been a doll....
In order to develop unusual powers, you were thrown into chaotic and
Developmental unreasonable training. Cruel behavior, torture and ill -treatment. The scientists
86
Training there treated you and others like experimental animals. If it's possible, you
want to recall what you learned back then.
You had a feeling that was different from others when you were born. For
example, you can touch without using your hand. You can see without using
Incredible
87 your eyes. For those who are different, there is both inferiority and superiority
Power
in their hearts. This feeling is still there, how long until that power awakens
again...
You obtained ESP at a research facility, but you lost control of your powers. It
ESP Out of granted you intelligence beyond the limits of the human brain. An instant
88
Control omnipotence. The devastating power swept forth and killed people, and at the
same time, killed you.
You're hungry, but still live with the bodies of those you cherish. There's
89 Corpse obligations to live for those people. But is this the final result? Is it to be able
to live after death...by eating them?
A hole was made in your skull and something sunk into your brain. Although
anesthesia has taken effect, you were still awake. It is a strange and cold
90 Hole in Head
feeling. After this, you could glean a new feeling. But did their experiments
work?
69
The riots began and those who had developed and produced the undead
Researcher were slaughtered. You also see your family members amongst the hunted.
91
Hunting Swallowed up by the mob, all you could do was helplessly watch your family
suffer at their hands.
You have been overseeing the process of turning the dead into undead.
Dead That is, as long as you have equipment and tools, you have the means to
92
Regeneration operate. However, who is all this for? Did you create them for a group?
What products were created?
For the country, even children become soldiers. No one has the right to
National refuse. It felt glorious. Being sent out as a hero. With a gun in your hand you
93
Conscript could barely hold, you were sent to the front lines..then probably died like
that.
You look upon the vast layers of the hive and the huge insects that were
bred. Fear, disgust and worry filled your mind. At that time, what kind of
94 Insect Weapons position did you stand upon to see those things? Today, huge insects have
spread across the world. Perhaps this is related to the things you have seen
or done in the past.
Recruitment of human experiments for the purpose of manufacturing
powerful soldiers. To be successful is to be hailed as a hero. Yearning for
Experimental
95 this reputation, you signed up. Although you can't remember the details that
Volunteers
happened to you, you do know that you carry the regrets of your choice
today.
Your memory and self are not in the original bodies...but in the flesh of a
Transfer
96 certain girl, after death, the transfer took place. After that, you became her.
Experiment
Where is she now?
You created a brilliant record for yourself in the war. You defeated countless
enemy forces and won many honors. Was that with a girl's body? Or was it
97 Heroes
with something more? In addition to all the praise, you can't remember
exactly who or what you were back then.
Some of the memories carry strong attachments to young people. The old
man's face reflected in the mirror. That is completely different from your
98 Rejuvenation present self. You hope that it is just the memory of others. However, it may
be that these memories from a different person are truly your own, despite
how different you look now.
The world is ruined, and the remaining human beings support each other,
hate each other, fight each other.. step by step, they move ever closer to
99 After the End extinction. What you saw with your eyes back then was the world coming to
an end. Were you born then? Were you a survivor? Were you a bystander
to humanity's last moments on earth?
You wake up dead and with a shock. You were destroyed? Why have you
came back to life again? How many times have you been destroyed but
00 Life After Death
revived again? Why did you become undead, yet cursed to experience
death over and over again?
70
Summary
Nechronica's player character, which is a Doll, has an End.
When the Doll itself gets a fitting ending, the PL should let go and switch to a new Doll
for the next game.
After all, being born in such a world, if there is no way to enjoy the afterstory, is such a
Doll too pitiful? More especially, the will of the PL is the will of the Doll. The PL is not the
Necromancer. There is no need for the Dolls to constantly endure incident after incident.
On the Doll design, the space in which a Doll can grow and develop, just like the
limitations mentioned above, will eventually meet a bottleneck.
So designing a vision of Hope, whether it is NC or PL, is a goal that needs considered.
However, the other End of the Doll, the mental breakdown, to become a ghost of
nowhere, to have their bodies completely destroyed or to become a Savant who lost their
sense of self under the will of the Necromancer...
If a PL manages a Doll for a long time and if the Doll is destroyed during a session, that
feeling would be akin to losing one's daughter.
If the PL does not want to give up the long term cumulative results, the remaining Favor
could be used in a new Doll design after discussion with the NC.
What does this mean?
When the Necromancer recovers the Doll who's Soul has passed on and left behind
their body, they will use this body to create a brand new Doll... but the memory and
personality of this new Doll will have nothing to do with it's previous owner. It may be that a
completely different Soul has lived recently, or that the original Soul has returned to their
body.
In any case, Newly born Dolls always have their memories sealed.
Maybe, maybe one day, the Doll will notice these past experiences, realize their body is
not their body. Maybe...
Now, are the players ready to start? To build from a pile of flesh and blood their own
Dolls?
71
Positions
72
Alice
There are some Dolls that are never able to get
used to fighting. Though their lives have been
ones of unending battle for countless days,
countless years, the memory of tranquil times
remains in their hearts. It is for this reason that
they remain human even now.
Maiden Cost 0
Timing Rapid Range 0
Effect Make a Conversation Check with one of your sisters.
Your slight words and gestures are not those of a killing machine. Will they be
a refreshing agent for a rough heart?
73
Prayer (DoD) Cost 0
Timing Action Range See Effect
This Maneuver takes effect 5 Count after the time that it is announced.
As long as you do not gain any Madness Points or have any Parts
damaged during this time period, all of your Sisters may remove a
Effect
Madness Point from a Fetter of their choice.
This Maneuver may be used only once per Turn, and only if the
remaining Count is greater than 5.
No matter if they come true or not, your prayers will definitely reach everyone.
Your wish will surely come true. No one will be unhappy. Find the way for
everyone to be saved.
Princess Cost 0
Timing Damage Range 0~1
This Skill can only be used when you take damage.
Effect Your target sister receives -1 to the Cost of their next Action (minimum
0.)
When sisters are injured, they cannot stay fair. They know that you are to be
protected.
74
Automaton
Though you have a heart, you have
suppressed it. In battle, you are no more than the
gear of a machine. Dolls are Dolls, after all. It is
only proper that dead corpses should have dead
hearts. Those things you could not protect while
you still lived, you protect now.
75
Heart of Ice Cost None
Timing Auto Range Self
Effect You gain +1 to the die roll on Madness Checks.
Calm down. Be cool. Believe in yourself. Believe in a friend. Do not
doubt. Do not be afraid.
76
Court
Strength does not arise only when wielding a
weapon. To think and to know are also
strengths. Within this ruined world, it is not a
strength easily understood... but you cultivate it
nonetheless. Things could be no other way.
Advice Cost 0
Timing Check Range 0~2
Effect Support 1 or Hinder 1.
Small words and signs will still negate large damage. It will be a small but
big chance.
Anticipate Cost 0
Timing Rapid Range 0~3
Target "Rapid", "Damage", or "Check" Maneuver. Cancel the effects
Effect
of one.
It is important to know about the enemy that appeared. It also helps tactics
to instantly see the enemy's war potential and offensive power.
77
Foresight Cost 1
Timing Action Range 0~1
Effect The Cost of the target's next Action decreases by 1 (minimum 0.)
By knowing the movements of enemies and ally in advance, you can act
with the minimum necessary movement.
Restraint (DoD) Cost See Effect
Timing Auto Range Self
When you fail (or critically fail) a Madness Check, you may change
the result to a Success.
Effect
As the cost of this Skill, damage one of your Basic Parts of your
choice.
Loss of, distortion of mind. Let's cheat. With loss of body and distortion of
the body. Pain is proof of sanity...even such a distorted philosophy is useful
for regulating you now.
78
Holic
To have an ego is to embrace one's
selfishness and desires. There are things that you
want. Are those power? Love? Your past? If you
find one of them, you'll want another. If you find
ten, you'll want a hundred more. Even then, you
won't be satisfied. Even then.
79
Fall Into Hades (DoD) Cost See Effect
Timing Action Range Self
As the Cost of this Skill, add a Madness Point to a Fetter of your
choice.
Effect
You are instantly transported from your current position on the map to
Hades. This is not considered a Movement Maneuver.
The place where the broken girl was born. It must surely be Hell.
80
Junk
You have found strength in the
things you have given up. But
there are those you refuse to
surrender. You could hardly lose
any more of your body. But there
are surely things you have not
lost. Though you struggle in vain,
covered in scars, you persevere.
81
Dweller in Hades Cost None
Timing Auto Range Self
During the Battle Phase, if you are in Hades, you gain +1 to the die roll on
Effect
Attack Checks.
Hell is right for you. Because enemies can understand you better than allies.
Follow Cost 0
Timing Rapid Range Self
This Skill can only be used when one of your Sisters uses a Movement
Effect Maneuver.
Move 1.
Behavior that has been repeated many times. It's fixed in your brain by now.
Instinct.
82
Sorority
That others depend upon you is not a burden. It
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. Even if there's nothing
left of you but your feet.
Order Cost 2
Timing Rapid Range See Effect
All your sisters upon the Battle Map, including you, may make a
Effect
single Attack Maneuver of their choice with Rapid Timing.
You teach it to everyone. Timing is matched with the meaning of your shout
and attacks fly all at once. Do not allow enemies to fight back.
83
Secret Whisper Cost None
Timing Auto Range See Effect
At the beginning and end of the Battle Phase, one sister of your
Effect choice (excluding you) may make a Conversation Check with you
as the target.
Secret conversation of girls. A small topic. A little negativity. A little
friendship. But that is what makes bonds bloom.
Self-Control Cost None
Timing Auto Range Self
If you are afflicted with Madness, you gain +1 to the die roll on
Effect
Conversation and Madness Checks.
You are responsible. Everyone who will not be allowed to escape, for
example, will take your hand and stand up.
84
Classes
85
Armament 0
Baroque
Deformed Dolls. Mutation 2
Manufactured mutants. Enhancement 0
Shaped to another's whim.
Woven from twisted flesh.
The specialty of this Class is mutation.
They are chimeras created from a multitude of
corpses. Their incomprehensible bodies possess
incomprehensible abilities. There are many whom
are particularly swift.
You, who are covered in mutation parts, are expected to engage in the front lines
as a monster.
You, who wield both strong attacks and defences, shall serve well enough as both
shield and sword for your Sisters.
86
Extreme Mutation Cost None
Timing See Effect Range Self
When you learn this skill, you may acquire an additional Tier 3 Mutation.
Effect This is not limited by your Reinforcement Points, and you may regenerate it
as normal.
The irregular curse that you have been put in is beyond the limits of the body. It is a
miracle that you keep your mind.
Regeneration Cost 1
Timing Damage Range Self
Defend 1. You may use this Skill any number of times per Turn, but only once
Effect
per Attack.
Your body will return to its original state by itself. Any attack will only slow the
movement.
87
Armament 0
Mutation 1
Gothic
Heretical Dolls. Enhancement 1
The natural enemy of the
dead.
Dolls built to oppose the Undead.
Cannibals in their right mind.
The specialty of this Class is all
manner of heresy. Eaters of the dead,
they strike fear into other Undead as
the apex predators of the food chain.
88
Delight in Corruption Cost 0
Timing Damage Range Self
You may use a "Rapid", "Check" or "Damage" maneuver that
Effect
you have already used one more time.
When someone is hurt, including even yourself, you do not think you
will gain a sense of amnestic uplifting.
89
Armament 0
Psychedelic (DoD) Mutation 0
ESPer Dolls.
Enhancement 1
Diversiform distortions. (TN: Yes, only 1.)
The anamneses of madness.
Abilities beyond comprehension.
The specialty of this Class is the paranormal. Their powers
essentially distort the laws of nature. Amongst all the pallor of
the dead, the Psychedelics shine singularly bright... like jewels
ripe for the taking.
Special Rule
Dolls of other classes cannot acquire Skills from the
Psychedelic Class using Favor Points.
Nor can enemies be given Skills from the Psychedelic Class.
90
to gravity with a gust of force. Beat on it, even miserable sense of upside down shows
a big gap?
Shared Loss Cost 3
Timing Rapid Range 0~1
This skill is only usable on Horrors.
Choose one of your Hit Locations.
Effect
For every broken Part of yours in that Hit Location, the target chooses and
destroy a Part of its own.
The destruction that you received is projected onto the enemy's ego and
misunderstood... Effective attacks only for those with only a very low self are not
destroyed and they can not be used.
91
Armament 2
Mutation 0
Requiem Enhancement 0
Dolls that use firearms.
Requiems of the end.
Fantasias for those
without souls.
The sole notes heard within this world.
The specialty of this Class is range. Created to
defend important positions, they also excel as
guerrillas. 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.
Concentration Cost 2
Timing Rapid Range Self
Until the end of the Turn, all your Attack Checks gain +1 to the
Effect
die roll.
Sharpen the senses and aim for the opponent's weakness. Aimed shots
will probably set off enemies.
92
Gun God Cost None
Timing Auto Range Self
When you make an Attack Check for a Ranged Attack
Effect
Maneuver, you may add +1 to the die roll.
Your eyes and gun are connected. It is different from the shambling
zombie soldiers. It surely penetrates what you want.
93
Armament 0
Romanesque Mutation 0
Dancing Dolls. Enhancement 2
Princesses of the
netherworld.
Corpses trapped in a
tarantella.
Beloved playthings, cast away.
The specialty of this Class is adroit mobility.
When they were alive, they danced for others'
pleasure- dances as precise as clockwork, down to
the movements of their fingertips. And now, just as
they were then, they shall be beloved once again.
Caress Cost 0
Timing Rapid Range 0
Effect Stagger.
Tickling of sensuality. If maiden's fingers crawl, the flesh of the dead will also be
crankless and will tremble from the pleasure of the moment.
94
Clockwork Cost None
Timing See Effect Range Self
When you learn this skill, you may acquire an additional Tier 3
Enhancement.
Effect
This is not limited by your Reinforcement Points, and you may
regenerate it as normal.
The body is made up of gears and screws. There is little blood and meat to
move you.
Tuning Cost 0
Timing Rapid Range 0
Choose a damaged Part on the target. Until the end of the Turn, the
target may use Maneuvers associated with that damaged Part as if it
Effect
were not damaged. (However, this does not recover Maneuvers that
were used up or are not repeatable.)
It is comforting to be danced even if it does not clear. You know the art of
forcibly moving a broken one.
Waltz Cost 1
Timing Rapid Range Self
Until the end of the Turn, every Attack which targets you receives a
penalty of -1 to the Attack Check (if it is an Area Attack, the penalty only
Effect applies to hitting you.)
If this Skill is used multiple times during the same Turn, the penalty
does not increase.
Dance princess on the battlefield. The dancing flying attacks that are driven into
you will be forgotten. It is difficult to stop dancing figures.
95
Armament 1
Stacy
The most conventional of Dolls. Mutation 1
Corpses that move even now. Enhancement 0
Soldiers that are dead even now.
And yet they walk even now.
The specialty of this Class is
immortality. They are designed foremost for the
stoutness of their bodies. All the menace of the
walking dead are embodied in the Stacies.
You are the wall of the Sisters. The shield that
protects your hurting Sisters. You mustn’t fear
being hurt. You shall stand in the Limbo, and
acquire many ways to regenerate, defend, and
hinder to negate the enemies’ attacks as much as
possible. Also, if you gain effects that activate
when you take damage, chain them to activate
even stronger effects.
Of course, you may not forget that the
strongest defence is an attack. You should also
wield an appropriate means of attacking from
what you can gather.
Special: Crawling Flesh Cost 0
Timing Check Range 0~2
You may only use this Skill while you are
Effect damaged.
Hinder 3.
Cut off, blown away, even torn off pieces of meat. They
will wiggle at your will and stop enemies.
96
Meat Shield Cost 0
Timing Damage Range 0~1
If the damage received by the target is caused
by an Attack Maneuver, you may negate any
number and combination of effects other than
Effect
damage of your choosing of an attack (Area,
Chain, Dismemberment, Explosive, Stagger,
and more specific effects are included).
Instantly use yourself as a shield and counter the
aftermath. Is it because of your preparation or is it a dull
sense of despair?
Organ Donor (DoD) Cost None
Timing Auto Range See Effect
At the end of the Battle Phase, you and all of
Effect your Sisters can regenerate their damaged
"Entrails" parts.
You do not want to imagine what kind of body this is.
Your body will regenerate only the organs in a short
time. Even if it hollowed out, baked or eaten.
Protect Cost 0
Timing Damage Range 0~1
When the target takes damage, you may take
that damage in her place.
You may use this Skill any number of times per
Effect
Turn.
However, this cannot be used against the
damage caused by the "Area" attack effect.
You are always a shield for everyone without hesitation.
You can defend your sisters.
97
Armament 1
Mutation 0
Thanatos Enhancement 1
Dolls made for battle.
Warriors that fight eternal.
Incarnations of death and destruction.
Leading roles upon the stage of slaughter.
The specialty of this Class is combat power.
They are corpses made weapons, designed
completely for their offensive ability. Burning with
fury despite the chill of their dead flesh, they are
as storms of destruction.
Special: Unlimited
Cost 0
Destruction
Timing Damage Range Self
Only usable on a target to whom you deal damage.
As long as your current Action Point value is not zero or less,
until the next Count, you may use all your available Attack
Effect Maneuvers once each against the same target at their original
Timings, aside from the Maneuver that dealt initial damage
(ignore the difference between your current Action Point value
and the Count).
An undead technique of throwing all your strikes upon an enemy to
destroy them completely.
Calamity Cost 2
Timing Damage Range Self
You may only use this Skill when you deal damage with a Melee
Attack.
Effect
Add the "Area Attack" property to this damage. You do not take
damage from this "Area Attack."
Your existence is a tornado of death. Weapons and madness raging in
places where you cut and you'll be drawn into a whirlpool of destruction.
98
Dead on Target Cost None
Timing Auto Range Self
During the Battle Phase, if you roll 6 on an Attack Check, you
Effect
may choose which Location to deal damage to.
The blow that always gives a fatal injury to the enemy. It is an
inevitability rather than a coincidence.
99
Maneuvers
Timing
Takes effect simultaneously with the declaration of its use. Automatically
successful if the conditions for use are satisfied.
Auto
Generally, these Maneuvers have no Cost, and are usable during the Adventure
Phase and End Phase as well.
Usable during the Battle Phase when the Count matches your Action Points.
Action
Can be used any number of times during a Turn.
Usable during the Battle Phase when anyone within range makes a Check
Check (after they roll the dice.) Generally each Maneuver of this type is usable only
once per Turn.
Usable during the Battle Phase whenever a target on the Field of Battle takes
Damage
damage. Generally each Maneuver of this type is usable only once per Turn.
Usable during the Battle Phase whenever anyone declares a Maneuver with
the "Action" or "Rapid" Timing.
Maneuvers with this Timing occur before the Maneuvers they were declared in
reaction to and override their result. One cannot decide to use them after a
Rapid
Maneuver has already taken effect.
May also be used as an Action itself when the Count matches your Action Points.
Unless otherwise stated, each Maneuver of this type is usable only once per
Turn.
Effects
Make an Attack Check against a target within range. The area it hits
takes X points of damage. (See the section on Attacks in the Rule Section
for further explanation.)
Listed below are the four types of Attacks.
Depending upon the involved parties' Skills and Parts, some types of
Attacks may become stronger or weaker.
○○ Attack X
Unarmed Attack Hand-to-hand attacks made with one's own body.
Melee Attack Attacks made using blades or blunt weapons.
Ranged Attack Long-ranged attacks generally made with firearms.
Large-scale attacks made using explosives or
Blast Attack
cannons.
On the battle map, move the target within range by "X" Areas. Declare
the [target of the movement], the [target's original position], and the
[direction of movement]. (For example, declare in the format of "[Corpse
Sorority] moves from [Limbo] in the direction of [Tartarus].") A target within
range can move towards Eden or Tartarus by up to X Areas. Normally, with
Move X
"Hinder Move" applied, the target moves the adjusted movement value in
the declared direction. You cannot leave the Stage of Battle with normal
movement, and must end movement at the edge of the Stage.
To leave the Stage, you must declare the special movement form "Escape".
Please check the "Escape" rules.
100
A target within range adds +X to the result of a die roll.
Support X
If the final sum is 11 or greater, the result becomes a Critical Success.
A target within range takes a penalty of -X from the result of a die roll.
Hinder X
If the final sum is 1 or less, the result becomes a Critical Failure.
A target within range takes a penalty of -X from damage they have just
taken (to a minimum of 0.) If the damage of an Attack is reduced to 0, and it
Defend X
possessed the special effects Dismember or Explosive, these effects are
nullified.
A target within range executing a Movement Maneuver has its range
Hinder Move X
reduced by -X (to a minimum of 0.)
A target within range takes a penalty of -2 from their current Action
Points.
Stagger
If written in the format "Attack X + Stagger", the effect does not occur unless
the attack hits.
Always written as "○○ Attack X + Dismember". If the attack hits, the target
must make a Dismemberment Check. If the Dismemberment Check is
Dismember failed, all of the parts in the Location that was hit are damaged. However, if
Defend or similar effects negate the damage of the attack, its "Dismember"
effect is lost.
Always written as "○○ Attack X + Explosive". When the damage is
applied, the target chooses an adjacent location to the damaged location,
and it takes the same amount of damage (Locations are adjacent in the
order of "Head - Arms - Torso - Legs"). If the attack hit "Head", you can only
choose "Arms", and if the attack hit "Legs", you can only choose "Torso". If
Explosive all of one adjacent location's Parts are damaged, you must choose the other
adjacent location. If all adjacent locations are completely damaged,
"Explosive" loses its effect.
(Note: Explosive's effect takes place after the "Damage" Timing, and does
not create another. If Defend or similar effects negate the initial damage of
the attack, its "Explosive" effect is lost.)
Always written as "○○ Attack X + Area Attack". The target of this attack is
a single Area within range. If it hits, all those present within the area are
damaged (unless otherwise specified, this includes the one making the
Area Attack attack and her allies.)
It is only necessary to make one check; the hit decision applies to all within
the area of effect. In the event of a Critical Failure, the Area Attack effect is
lost, and it is treated the same as any other Critical Failure.
Always written as "○○ Attack X + Chain Attack X". If the attack hits, after
the damage has been applied, the same attack may be made again (it is not
necessarily to pay an additional Cost for Chain Attacks.)
Chain Attack
The X specifies the number of additional attacks that may be made so long
as they continue to succeed. The target of an additional attack does not
need to be the same as the target of the prior attack.
101
Basic Parts
Fist
Location Arms Cost 2
Timing Action Range 0
Effect Unarmed Attack 1
Forearm
Location Arms Cost 1
Timing Check Range 0
Effect Support 1
Shoulder
Location Arms Cost 4
Timing Action Range Self
Effect Move 1
Bone
Location Legs Cost 3
Timing Action Range Self
Effect Move 1
Foot
Location Legs Cost 1
Timing Check Range 0
Effect Hinder 1
Brain
Location Head Cost None
Timing Auto Range Self
Effect Maximum Action Points +2
Eyeballs
Location Head Cost None
Timing Auto Range Self
Effect Maximum Action Points +1
Jaw
Location Head Cost 2
Timing Action Range 0
Effect Unarmed Attack 1
Spine
Location Torso Cost 1
Timing Action Range Self
One Maneuver you use on the next Count during this Turn has its Cost reduced by 1
Effect (to a minimum of 0.)
Stacks if used repeatedly. Discount may be divided totally arbitrarily.
Entrails
Location Torso Cost None
Timing Auto Range None
Effect None
102
Reinforcement Parts
Armaments
Tier 1
Axe
Location Arms Cost 3
Timing Action Range 0
Effect Melee Attack 3
A weapon with a heavy metal blade on the tip of the rod. The power as a
weapon is also high, the evaluation is high because it also has many
uses as a tool.
Chainsaw
Location Arms Cost 3
Timing Action Range 0
Effect Melee Attack 2 + Dismember
Close combat weapons that had been distributed to many infantry during
the war. Weapons used to quickly disassemble the undead.
Handcannon
Location Arms Cost 2
Timing Action Range 0~1
Effect Ranged Attack 1
A large Caliber gun that can demonstrate it's effect with a small number
of bullets. It is far more effective than a standard handgun.
Katana
Location Arms Cost 2
Timing Action Range 0
Effect Melee Attack 1 + Dismember
From the distinctive shape, the meat cutting knife is distinguished from
the sword. It is not unusual for the power of strikes to cut the sharpness
of the blade.
103
Kung Fu
Location Head Cost None
Timing Auto Range Self
Effect Maximum Action Points +1
Martial Arts engraved in the brain. Many of those attacks are
meaningless against the deceased, but their handling has a reasonable
meaning.
Meat Cleaver
Location Arms Cost 2
Timing Action Range 0
Effect Melee Attack 2
It seems that even kitchen knives are being brought to bear. Rust and
all.
Metal Bar
Location Arms Cost 3
Timing Action Range 0
Effect Melee Attack 2. Add +1 to the die roll of the Attack Check.
A bar that is a mass of metal, no longer limited to being used as a tool.
Molotov Cocktail
Location Any Cost 2
Timing Action Range 0~1
Blast Attack 1 + Explosive + Chain Attack 1. The Attack Check
Effect
receives a penalty of -1.
Breakable container packed with fuel. You will make the enemy burn.
You made the fire, but it will become your own fire...
Nail Bat
Location Arms Cost 2
Timing Action Range 0
Effect Melee Attack 1 + Explosive
A bat or thorny club made into a weapon after the war.
Shovel (DoD)
Location Arms Cost 2
Timing Action Range 0
Melee Attack 1 + Dismember (Enemies get +2 to the
Effect Dismember Check.)
Defend Maneuvers cannot reduce the damage of this attack.
You need a shovel to bury the dead. If it still continues to move you will
stab, slash, crush and kill it.
Sniper Rifle
Location Arms Cost 2
Timing Action Range 2~3
Effect Ranged Attack 1. Add +1 to the die roll of the Attack Check.
The gun which makes the attack of the ultra-far away be faithful. The
effect is perfect if you are an impersonal person, but the near opponent
will not feel it's power.
104
Tier 2
Ball & Chain
Location Arms Cost 2
Timing Action Range 0~1
Effect Melee Attack 1 + Stagger
You can collapse the opposition by twisting the metal chain after hitting them with the iron
ball first.
Barbed Wire
Location Any Cost 0
Timing Damage Range Self
You may only use this Maneuver when you deal damage. Add +1 to the damage
Effect
for an Unarmed or Melee Attack..
Spiked wires. The undead attacker that wraps their body in this will gouge the opponent's
body more strongly and deeply.
Bear Gun
Location Arms Cost 3
Timing Action Range 0~2
Effect Ranged Attack 3
Super powerful gun with incredible power. For a human being it is a gorgeous gun, but for
undead it is hard to shoot a bit.
Boost
Location Head Cost 0
Timing Rapid Range 0
Effect You cannot target yourself. Move 1.
A fighting skill attack which blows the palm to the opponent and blows them away. Oriental
Mystery.
Boot Knife
Location Legs Cost 2
Timing Action Range 0
Effect Melee Attack 2. Add +1 to the die roll of the Attack Check.
Boots remodeled so that the blade comes out from the toe or heel. If you can use it with
the leg power of the dead, that blade gives off an unusual effect.
Coffin (DoD)
Location Torso Cost 2
Timing Damage Range Self
Defend 2. At the end of the Battle Phase, if this Part is not damaged, you may
Effect
choose two of your own Parts to regenerate.
With a coffin on the back or dragging or a special storage device system, you can store
spare parts.
105
Hand Grenade
Location Any Cost 2
Timing Rapid Range 0~1
Effect Blast Attack 2 + Explosive. The Attack Check receives a penalty of -1.
A bomb that explodes and scatters iron pieces. Also, there is no possibility of rolling back
over to your feet..
Machine Gun
Location Arms Cost 3
Timing Action Range 1
Effect Ranged Attack 1 + Area Attack
A shooting gun that shoots many bullets in the blink of an eye and pours bullet rain. When
the enemies are gathering in one place, the effect is large.
Metal Case
Location Arms Cost 0
Timing Damage Range Self
Effect Defend 1 + Negate "Explosive"
A reinforced case that can be used as a shield in a pinch. This can be things like guitar
cases, umbrellas, etc, depending on your preference.
Shotgun
Location Arms Cost 2
Timing Action Range 0~1
Effect Ranged Attack 1 + Explosive. Add +1 to the die roll of the Attack Check.
It is effective against the undead because it shoots out countless small iron balls with high
killing ability.
Twin Pistols
Location Arms Cost 3
Timing Action Range 0~1
Effect Ranged Attack 2 + Chain Attack 1
Use two large handguns with both hands to gain considerable combat strength. There are
two pistols and it is a double pistol attack.
106
Tier 3
African Throwing Knife (DoD)
Location Arms Cost 3
Timing Action Range 0~2
At the time of its use, you may decide whether this Part performs a Melee Attack
Effect
1 + Dismember or a Melee Attack 1 + Stagger.
A weapon of incredibly evil design. You can fight using many blades, throw it and use it.
Anti-Tank Rifle
Location Arms Cost 4
Timing Action Range 1~3
Effect Ranged Attack 5
Originally a gun made to puncture the armor of a tank, it's power is comparable to a small
missile.
Dynamite
Location Any Cost 3
Timing Action Range 0~1
Effect Blast Attack 2 + Explosive + Area Attack
A powerful bomb which blows up a wide area. Many suicide bombers using explosions
require careful handling.
Flamethrower
Location Arms Cost 2
Timing Action Range 0~1
Effect Blast Attack 1 + Explosive + Chain Attack 1
Flame spraying weapons that emit powerful flames and light the target on fire. Well used
against the undead.
Flying Guillotine
Location Arms Cost 3
Timing Action Range 0~1
Effect Melee Attack 1 + Dismember + Stagger
A chain with a saw-toothed disk with many blades on it's head. It is an excellent weapon
that strikes away enemies and cuts.
Great Knife
Location Arms Cost 3
Timing Action Range 0
Effect Melee Attack 4. Add +1 to the die roll of the Attack Check.
A fearsome murder weapon that looks like a sledge on a sword. It can pierce the prey
easily.
107
Lawnmower
Location Arms Cost 3
Timing Action Range 0
Effect Melee Attack 3 + Chain Attack 2.
Spin the blade of the lawnmower and it will dismantle anything that is touched. Although it
is hard to aim, it is one of the strongest undead destroying tools.
Monofilament
Location Any Cost 2
Timing Action Range 0~1
Effect Melee Attack 1 + Dismember + Chain Attack 1
Strong wire that can cut off most matter in the world. Experts disassemble countless
enemies in pieces with one fingertip.
Rocket Launcher
Location Arms Cost 4
Timing Action Range 1~2
Effect Blast Attack 4 + Explosive
Crushing enemies with powerful rockets requires time to carry large portable shots, but it's
destructive power is certainly worth it.
Superior Katana
Location Arms Cost 2
Timing Action Range 0
Effect Melee Attack 2 + Dismember. Add +1 to the die roll of the Attack Check.
A named Japanese sword with quick attacks and highly reliable killing power. In order to
wield, some sort of spiritual unification is required.
Undead Gun
Location Arms Cost 3
Timing Action Range 1~2
Effect Ranged Attack 1 + Explosive + Area Attack
A gun that connects multiple shotguns and releases countless shots at the same time. The
rain of destruction changes the meat within range to mince.
108
Mutation
Tier 1
Adhesive Pads
Location Legs Cost 3
Timing Action Range Self
Effect Move 1. "Hinder Move" is ineffective against this Movement.
There are claws and suction cups on your feet. Tricky movement is possible by running on
walls and ceilings.
Albino
Location Torso Cost 1
Timing Check Range 0~1
Effect Support 1
You are white flesh without pigment. Albinism is said to bring strange luck. Who knows if
this is true or not?
Blood-Stained
Location Torso Cost 1
Timing Check Range 0~1
Effect Hinder 1
Rotted murky blood, flowing in your body. It easily sprays and hinders the vision of others.
Claws
Location Arms Cost 2
Timing Action Range 0
Effect Unarmed Attack 2
Claws developed to tear enemies. It seems inconvenient for everyday life, but there's no
such thing as everyday life for the undead. Therefore, there is no problem.
Heart
Location Torso Cost None
Timing Auto Range Self
Effect Maximum Action Points +1
A partly artificial heart that beats in the undead body. The power of belief or lost
necromancy, it allows for faster reactions.
Hole
Location Any Cost 0
Timing Check Range 0~3
You may only use this Maneuver when an Attack Check is made against you.
Effect
Hinder 1.
There is a big hole in your body. However, there is no hindrance to battle. It only makes
you a harder target for the enemy to strike.
109
Maggots
Location Any Cost None
Timing Auto Range Self
At the end of a Turn of combat or at the end of the Battle Phase: If this part has
Effect
been damaged, you may regenerate it.
Myriad of worms gushing out of the body, the larvae of mutant insects. They slowly
reinforce your body tissue.
Patchwork
Location Torso Cost None
Timing Auto Range Self
At the end of the Battle Phase: If this part has been damaged, you may
Effect
regenerate this part and one basic Part.
Seams running longitudinally and transversely through the body. Individual parts with
different colours and sizes. Your body is a patchwork of patches.
Slime (DoD)
Location Torso Cost 1
Timing Damage Range 0~1
You may only use this Maneuver when you receive damage, and only against the
Effect
target which inflicted that damage. Unarmed Attack 2.
Body fluid of strong acid flows inside you. It splatters over the enemy who hurt you and
melts their body.
Slippery
Location Torso Cost 1
Timing Check Range 0
You may only use this Maneuver when an Attack Check is made against you.
Effect Hinder 1. You may use this Maneuver any number of times per Turn, but only
once per Attack.
The mucus that covers your skin is extremely uncomfortable, but it is not uncommon that
enemy attacks slip off it.
Slurper (DoD)
Location Head Cost 2
Timing Action Range 0
Unarmed Attack 1. When you damage an enemy Part with this attack, you may
Effect
regenerate one of your Entrails Parts.
Tubular long tongue. You can puncture it into enemies and literally suck up their meat or
organic computer parts.
Tail
Location Legs Cost None
Timing Auto Range Self
Effect Maximum Action Points +1.
The tail of a beast or reptile is upon your butt. It balances the body, makes you agile and is
pretty cute.
110
Tier 2
Animal Ears
Location Head Cost None
Timing Auto Range Self
Maximum Action Points +1. If you make an Action Check using this Part, a
Effect
Critical Failure does not destroy this part.
Your ears were torn off and the ears of a beast were put on your head. The perceptive
power of a destroyed beast. It is an organ that enables rapid reaction. Cute!
Bone Spear
Location Any Cost 2
Timing Action Range 0
Effect Unarmed Attack 1 + Chain Attack 1
Some bones of the body protrude like a spear and penetrate the enemy. Suddenly, there
are few foes who can avoid a constant attack.
Boy
Location Any Cost None
Timing Auto Range Self
Effect When you make a Conversation Check, you may add +1 to the dice roll.
Your body is a young girl, but you also have male features. Anyway, a man with rare value
is going to be played.
Extra Arm
Location Arms Cost 0
Timing Rapid Range Self
You may perform one Action Maneuver of your choice as if its timing was
Effect
"Rapid".
Your arms are not two. An additional arm has been attached. It is difficult to master it, but
the range of tactics widens a lot.
Extra Eyes
Location Any Cost 1
Timing Check Range 0~1
Effect Support 2.
Several additional eyes are attached. A wide field of the view makes it possible to react
quickly, but it feels unpleasant.
111
Horn (DoD)
Location Any Cost None
Timing Auto Range Self
When you make a Critical Hit against an enemy with a Range 0 Unarmed Attack,
you may either add the Chain Attack 1 (if the attack already has it, increase the
Effect number of Chain Attacks) or the Stagger (if the attack already has it, you cannot
Stagger twice) properties to the attack. Horn works once per Count. Attack
affected by Instrument of Evil may still activate Horn's Chain effect.
A huge and brutal horn grows from your body. it is a weapon that can easily pierce the
enemy and throw them.
Scales
Location Torso Cost 1
Timing Damage Range Self
Effect Defend 2
Covering the body is thick scales, furs, shells. Organic armor. It does not have any cute
value, but one cannot deny it is powerful protection.
Slobber
Location Head Cost 2
Timing Check Range 0~1
Effect Hinder 1 + Stagger
A grotesque long tongue that keeps slurping. It shoots out as a surprise attack and it slows
the movement of the opponent.
Stinger
Location Any Cost 3
Timing Action Range 0
Effect Unarmed Attack 3
There is a poison needle somewhere on your body to inject a strong acid that melts the
enemy's insides.
Tentacles
Location Any Cost 1
Timing Rapid Range 0~1
Effect Hinder Move 1
The tentacles grabbing and squirming are perfect for hindering the enemy's behavior. It is
a bad taste as a thing growing up from your body, but complaints cannot be said.
Vine
Location Any Cost 0
Timing Check Range 0
Effect Support 1 or Hinder 1
Flowers bloom even in the destroyed world. Poisonous flowers and stretching vines cover
your body. They will help you and hinder the foe.
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Tier 3
Animal Legs
Location Legs Cost 2
Timing Action Range Self
Effect Move 1~2
Your feet have been cut off and replaced by those of a beast. It is terribly distorted
modelling, but it is not a manner of running fast.
Chameleon (DoD)
Location Torso Cost 2
Timing Action Range Self
Until the end of the Turn or until you use an Attack Maneuver: Horrors and
Effect
Legions cannot make you the target of Attack Maneuvers.
An unnatural mimicry. You change to be almost transparent and melt into the
surroundings.
Corpse Mushroom
Location Any Cost 0
Timing Check Range 0
Effect Hinder 2
Fungi adapted to the devastated world, living in your body. They can dull the enemy attack
with a tremendous spore cloud.
Cracked Flesh
Location Any Cost 0
Timing Damage Range Self
Effect Defend 2
A film of deadly flesh. The wing of the dead angel. The wings that protect the sky cannot
fly but protect the body like armor.
Extra Head
Location Head Cost None
Timing Auto Range Self
Effect Maximum Action Points +2
On the shoulder there is another head. two beings that are somehow doing something
somehow do it quickly.
Extra Legs
Location Legs Cost None
Timing Auto Range Self
If Parts located upon your Legs other than this one have been destroyed, you
Effect
may use their Maneuvers as normal.
You have more than two legs. Like centaurs, like octopi, you have been giving multiple
legs.
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Flesh Whip
Location Any Cost 3
Timing Action Range 0~1
Effect Unarmed Attack 2 + Chain Attack 1
A thin, long and tough tentacle can strike the body of an enemy like a whip. Over and over
again.
Happy Pills
Location Head Cost 1
Timing Damage Range Self
You may only use this Maneuver when you take Damage. Remove one Madness
Effect
Point from a Fetter of your choice.
When you get hurt, it's murky in your head. Let it flow out. It makes you forget something
disgusting.
Liquid Rot
Location Any Cost 3
Timing Action Range 0~1
Effect Unarmed Attack 1 + Explosive + Stagger
You will be able to spoil your opponent who you can spray with the poison inside your
body.
Quadruple Amputee
Location Torso Cost None
Timing Auto Range Self
When you take damage to your Arms or Legs, you may divide that damage
among all your Locations as you wish. This effect does not apply to damage with
Effect
the "Explosive" effect. If you need to make a Dismemberment Check, choose one
location to make it for.
You have no hands and no feet. there is no pain being shoved into your body at those
missing parts.
Skinny
Location Torso Cost None
Timing Auto Range Self
During the Battle Phase, once for each Check, you may negate 1 Hinder attempt
Effect
against it.
A body that looks like wasted meat and malnourished. While looking unhealthy, it is good
to catch enemies off guard.
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Enhancement
Tier 1
Adrenaline
Location Head Cost None
Timing Auto Range Self
Effect Maximum Action Points +1
An adjustment that speeds up brain function and forcibly activates the reaction rate.
Undead unique drug strengthening.
Armor Skin
Location Torso Cost 0
Timing Damage Range Self
Effect Defend 1
Strong artificial skin covering the whole body. This will surely reduce the damage you
receive.
Bolt Head
Location Head Cost 1
Timing Check Range Self
Effect Support 2
Adjustment knob protrudes from the head. You can control response and brain drugs by
adjusting it.
Jet Nozzle
Location Any Cost See Effect
Timing Damage Range Self
You may only use this Maneuver when you are dealing damage. As its Cost,
damage one of your own Basic Parts of your choice. Add +1 to an Unarmed or
Effect
Melee Attack (only once per attack.) You may use this any number of times per
Turn.
Jet engine stuck to the back of the body to enhance your fighting ability. Demonstrate it's
power while ruining your body.
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Limiter
Location Any Cost 0
Timing Auto Range Self
When this Part becomes damaged, you may gain +2 to your Maximum Action
Effect Points. This effect lasts until the end of the Battle Phase. This Part may not be
repaired or regenerated while this effect is active.
A suppressor to hold back drugs in the brain that will not stop pumping. As soon as it's
lost, the world will not be able to catch up with your sharp senses.
Remote Attack
Location Any Cost 3
Timing Action Range 0~1
Effect Unarmed Attack 1 + Stagger
Arms and legs, sometimes even the head are separated and fired towards the opponent.
After the attack, the part will come back instantly so there is no limit on the number of shot.
Sabertooth
Location Head Cost 2
Timing Action Range 0
Effect Unarmed Attack 2
Steel jaws and teeth. Every bite causes brutal damage. Most of the time it's kept hidden,
so it cannot be seen from the outside.
Scissor Hands
Location Arms Cost 2
Timing Action Range 0
Effect Unarmed Attack 1 + Dismember
Scissor-shaped prosthetic hands or sharp nails. Although they’re inconvenient for normal
use, you can cut up and tear apart enemy bodies.
Steel Bones
Location Torso Cost 1
Timing Damage Range Self
Effect Defend 1 + Negate "Dismember"
Steel embedded in the body. Ultra reinforced metal and monomolecular fiber boasts a
strong defense against slashing.
Voice Effect
Location Head Cost 2
Timing Rapid Range 0~2
Effect You may make a mutual Conversation Check with your target sister.
Throat that emits directional sound. Communication can be taken in the heat of battle.
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Tier 2
Antenna (DoD)
Location Head Cost None
Timing Auto Range Self
During the Battle Phase, once per Turn, you may reduce the Madness Point cost
Effect
of your Maneuver by 1.
It is a reminder that you are receiving a spirit stabilized radio that is transmitted from
somewhere with a noticeable antenna attached to your head.
Assassin Blade
Location Any Cost 2
Timing Rapid Range 0
Effect Melee Attack 2 + Chain Attack 1
A blade hidden in the body. Spring out instantly and slice the opponent. That unexpected
slash is enough to silence an enemy.
Drill
Location Any Cost 3
Timing Action Range 0
Effect Melee Attack 2. This damage cannot be defended against.
A powerful drill that rotates with tremendous momentum and ignores the opponent's
defenses and penetrates them. It is a weapon that can be called a natural enemy for those
with high defense ability.
Electrigger
Location Any Cost 2
Timing Action Range 0
Effect Unarmed Attack 1 + Stagger
Despite being a corpse that releases electricity routinely stored in the body, the body
cannot move for a moment due to reflexive convulsions.
Laser Beam
Location Any Cost 3
Timing Action Range 0~3
Effect Ranged Attack 1 + Dismember
A heat ray that strikes from a part of the body. Although it's power is small, it will reach far
and will be useful.
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Mecha-Tentacle
Location Any Cost 1
Timing Rapid Range 0~1
Effect Hinder Move 1
Metal tentacle like a biological tentacle. It interferes with enemies and hinders action.
Because of it's inorganic appearance, it is more popular with Dolls than tentacles.
Reflexes
Location Any Cost None
Timing Auto Range Self
Effect Maximum Action Points +1
Reinforced Reflexes. It enables faster body reactions and can move quickly as possible.
Scope
Location Head Cost 0
Timing Check Range Self
Effect Support 2. Use this Maneuver only when making a Ranged or Blast Attack.
Suitable for spying. A scope directly attached to the face. It makes precise shooting
possible.
Spikes
Location Any Cost 1
Timing Damage Range Self
You may only use this Maneuver when you deal damage. Add +2 to the damage
Effect
for an Unarmed or Melee Attack.
Thorns that grow and break through the body.
Wire Reel
Location Any Cost 3
Timing Rapid Range 0~2
Effect Move 1
A hook that is fired and forcibly draws the target with the now embedded wire.
Zombie Bomb
Location Any Cost None
Timing Auto Range 0
Effect When this Part is damaged in Battle Phase, a Blast 2 + Explosive + Area Attack
with a Check value of 8 occurs against yourself. However, "Rapid" and "Check"
timings do not occur for this effect.
A bomb charged in the body. Of course, the person alone is not pleased. However, when
surrounded by many foes it can be an unexpected help.
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Tier 3
Arm Vise
Location Arms Cost 1
Timing Check Range 0
Effect Support 2 or Hinder 2
A prosthesis system that enhances grip strength. A person gripped by a powerful fingertip
cannot escape the next attack.
Auto-Separate
Location Torso Cost None
Timing Auto Range Self
Effect The "Dismember" effect is ineffective against you.
A system that separates itself from itself. Easily dismantled, but each part moves
independently and reconnects again.
Crab Legs
Location Legs Cost None
Timing Auto Range Self
During Damage Timing, you gain "Defend 1" for Legs only. Additionally, during
battle, when your Movement Maneuver successfully moves you, you may use a
Effect
Melee or Unarmed Maneuvers against one target in either your current area or in
the one in which you began your movement.
Half the body is replaced by a multi-legged tank. In addition to armor, movement attacks
due to self running ability are possible. However, you cannot deny how far from human
you are now.
Cyborg
Location Torso Cost 0
Timing Damage Range Self
Effect Defend 2
Semi-machine human who has most of their body replaced by mechanics. It's body is an
organism if you see it, but most attacks bounce off the steel armor.
Embalming
Location Head Cost 2
Timing Check Range 0
Hinder 2. You may use this Maneuver any number of times per Turn, but only
Effect
once per Check.
An appearance of beautiful decoration for the Doll. It is the adoration of the Dolls, a
sanctuary that is unclean even for the love and death of the necromancer.
Gauntlet
Location Arms Cost None
Timing Auto Range Self
During Damage Timing, you gain "Defend 1" for Arms only. Damage +1 to Melee
Effect
and Unarmed Attack Maneuvers on the Arms location.
A gigantic and powerful steel arm. It crushes and hammers most enemies.
119
Hopper
Location Legs Cost 2
Timing Rapid Range Self
Effect Move 1. "Hinder Move" Maneuvers are ineffective against this movement.
It is possible to make a dynamic avoidance and movement that can jump instantly by a
strong spring put into the legs.
Lightsaber
Location Any Cost 2
Timing Action Range 0
Effect Melee Attack 1 + Dismember + Chain Attack 1.
When needed, light that can be generated. The light that is burning bright, to chop through
the enemy's body with an electronic sound.
Manipulator
Location Any Cost 2
Timing Rapid Range 0~1
Effect Hinder Move 1 + Stagger
Elongated joints that can be stretched to some extent by wires to grasp enemies
unexpectedly.
Pilebunker
Location Any Cost 2
Timing Action Range 0
Melee Attack 2. "Defend" Maneuvers are ineffective against this attack. If the
Effect
attack hits, you may "Move 1" the target.
High speed injection of the metal spike with high vibration, blows apart the defense of the
enemy it punches out.
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Session Flow
You've created your Dolls. The sisters have gained their Fetters towards each other. At
last, it's time for the Necromancer to start the Session.
One cannot avoid conflict during a session of Nechronica. Each Session centers around
a single battle. There should not be multiple battles during a single Session. If it is
necessary that several battles occur in the same location, they should span multiple
Sessions.
Below are the three phases into which a Nechronica Session is divided.
• Adventure Phase The heart of the Session's story. Depicts the Dolls' situation and
the incidents they inevitably become embroiled in.
• Battle Phase The heart of the Session's gameplay. The Dolls bare their fangs, and
fight against other undead, mutants, and such foes.
• End Phase Last rites as the story and the game both come to an end.
Please take note that some rules differ depending on which phase the Session is in.
Adventure Phase
Once the Dolls are made, their Fetters decided, the session opens with the Adventure
Phase.
Depending on the scenario, the length of this Phase may vary. There may be little to it,
or it may last a considerable amount of time.
Below are events that take place during this Phase.
Announcement of Karma
"Karma" refers to the goals that the Necromancer specifies for the Dolls to accomplish.
Each Doll should have an understanding of her Karma. Thus, if the Karma are related to
secrets within the coming Session, it's acceptable to wait until the Battle Phase to reveal
them.
121
An Incident Arises
Rarely 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
Players will thus involve their Dolls in an incident. If too long passes without anything
unexpected happening, the minds and bodies of the Dolls will slowly break down.
Action Checks may be rolled to determine the results of the Dolls' actions. In addition, if
they notice or witness something terrifying, they should make Madness Checks.
Battle Phase
Rarely does a session of Nechronica end without conflict. Below are described the
events of this Phase.
Battle
The rules for combat are in a following section. Combat ends when the Dolls satisfy the
Victory Condition or are completely destroyed. If the Dolls were completely destroyed, skip
directly to the Ending.
122
End Phase
When combat is over, the Session enters its final Phase. The steps of the End Phase
are listed below. However, if the Battle Phase ended due to the Dolls being destroyed, only
the Ending and receiving Favor Points are necessary.
Repairing Parts
At this time during the Session, the Dolls may be allowed to repair their damaged Parts.
The details of this are up to the Necromancer.
The Ending
The incident has been resolved, the battle has been won, and now the story is coming
to a close. But there's still time to make Action Checks and Madness Checks.
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 Players and their Dolls.
Checks
Checks are a rule used frequently during the session. A Check is made when a Doll (or
an enemy) performs an action to determine how successful they are. Of course, for things
like just walking, noticing a diary on the ground right in front of them, or talking to their
sisters, there's no need to make a Check. Checks are for when the possibility of success is
uncertain. Taking an action without alerting a nearby zombie, giving words of
encouragement to one's sister whose heart has broken, or taking aim at approaching
enemy Undead with a gun... it's actions like these a Doll will need to make checks for.
Making a Check essentially refers to rolling a single ten-sided die. If the result is 5 or
less, it's a failure. Whereas six or greater is a success. For some Checks, modifiers may
be added or subtracted from the die roll. In these cases, the modified die roll is known as
the Check Result.
If the Check Result is 1 or lower, a Critical Failure results (modifiers may cause the
Check Result to drop to 0 or below.) This refers to a result more disastrous than a mere
failure. Conversely, if the Check Result is greater than 11, it's a Critical Success. This
represents a success more impressive than could be expected.
123
Depending on the situation, there are many kinds of Checks that may be performed. For
further details, please refer to the rules pertaining to each of those situations.
To avoid failing important tasks, it is possible for a Doll to reroll a Check by taking a
Madness Point upon a Fetter of her choice (explained further in the next section.)
Action Checks
During the Adventure Phase and the End Phase, actions generally take the form of
Checks.
To perform actions secretly, notice something hidden, and land safely when jumping
from a high place are some examples of actions where the determination of the Doll
herself would not guarantee success. The Necromancer should have the players roll
Checks for these actions (please don't do it yourself.)
If there are Parts or Fragments of Memory that would be of assistance, with the
Necromancer's permission they may be used to roll up to 3 bonus dice (for a total of 4.)
Skills cannot be used. In the event that bonus dice are added, the action will be successful
as long as one success was rolled.
However, if all of the die rolls are failures and any of the Check Results are 1 or lower, a
Critical Failure results. If a Part was used to assist in the Check, that Part is almost certain
to be damaged (using multiple Parts means they are all damaged.)
Parts used to assist Checks may be either Basic or Reinforce Parts. For instance, on a
Check related to Knowledge the 'Brain' might be used, or on a check related to vision the
'Eyeballs' might be used. It's the players' choice. As long as the Parts in question are not
damaged, they may be used to add a bonus die.
The Necromancer may add a modifier to Action Checks based on his judgement of the
action's difficulty. This will affect the probability of success drastically. Below is a table of
suggested modifiers.
124
Damage upon Critical Failure
It is not always the Checks themselves that are the source of the damage.
Unbeknownst to the Doll affected, the Parts may have already been broken, or on the
verge of breaking.
Modifiers
If the Necromancer is unsure of the desired difficulty, it is not necessary to apply a
modifier. Action Checks may be performed without them. If the roll is low or high, they may
not even make a difference.
Madness
The girls who awoke within this ruined world, possessed of their own memories and
wills, are constantly tormented by madness. Their Fetters become twisted, and so the
Dolls are driven insane. The list below describes some of the events within the game
which may result in gaining Madness Points.
125
The Descent into Madness
Taking Madness Points to Reroll
If not in a Broken-Hearted state, a Doll may take one Madness Point upon a Fetter of
her choice to reroll a Check. If there were Skills or other modifiers affecting this Check,
apply them likewise to the new roll.
If the second roll is a failure as well... she's welcome to reroll as many times as they
want. However, if she does so, she must apply all Madness Points taken to the same
Fetter. If that Fetter enters a state of Madness, she cannot reroll again.
Additionally, Conversation Checks and Madness Checks cannot be rerolled.
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. It is this power which allows them to disobey the Necromancers and
walk their own paths.
This seems to simply be an in-universe explanation for the above rule.
Madness Checks
When Dolls are witness to a horrifying spectacle or realizations, the Necromancer can
tell them to roll a Madness Check.
Madness Checks are much the same as other Checks, but one cannot take a Madness
Point to reroll them. Additionally, during the Battle Phase, Support or Hinder Maneuvers
cannot be used to affect the roll.
If a Doll fails the Check, they take one Madness Point upon a Fetter of the player's
choice. However, they cannot choose a Fetter if it is already in a state of Madness.
Depending on the situation, the Necromancer may choose to apply a modifier to the
Madness Check, much as can be done with Action Checks. For instance, those witnessing
a horror they have experienced in past sessions may have an advantage against it. On the
other hand, if one has just discovered information more dreadful than she could possibly
imagine, it may be more likely to drive her mad.
When a Critical Success is rolled on a Madness Check, if that Doll's sisters are also
rolling Madness Checks, she may reassure them and allow them to add a modifier of her
own Check Result - 10 to their die rolls. However, if a Critical Failure is rolled, in addition to
taking a Madness Point the Doll must damage a Basic Part of her choice. Consider this a
self-injury inflicted in her panic.
Horrifying Scenery
Occasionally, sights and revelations can be more alarming than facing strong enemies
in battle. When one makes an Action Check in order to find something, it's no given that
what you find will be something of benefit to you.
126
Turns of Combat
Each time a Turn ends during the Battle Phase, participating Dolls take one Madness
Point. Note that if the Dolls fulfill the Victory Condition, the present Turn is not considered
to have ended and they do not take any additional Madness Points.
127
When a Critical Failure occurs on a conversation check, something special happens.
After rolling a ten-sided die, consult the Fetter Table and change your relationship towards
the target of the Conversation Check to the type of Fetter you rolled. You cannot change or
reroll the result of this die. Thus, someone you once thought of as a friend may suddenly
become the target of your hatred.
Likewise, if you score a Critical Success on a Conversation Check, you may roll to
change the Fetter type if you wish (it's fine if you don't want to.) If you would like to change
your relationship, this effect may be desirable..
Conversation Checks are one of the few ways to remove Madness Points. During each
Phase, one should perform as many Conversation Checks as they can and remove
Madness Points up to the limit their Fragments of Memory allow. However, if you have no
Madness Points left, there's no need to make Conversation Checks.
Defeating Savants
Under terms the Necromancer specifies, it may be possible to recruit a Savant as an
ally. Not all Savants are slaves to the Necromancers. It is possible she will become one of
their sisters if they are able to calm the madness consuming her heart.
Broken Hearts
If all of one's Fetters have accumulated 4 Madness Points, that expresses the fact that
she has gone completely crazy. Savants 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.
Removing Madness
Each Doll is initially able to hold only 3 Madness Points upon each Fetter. If one has to
make many Madness Checks, the possibility that they will succumb to Madness is high.
Any time that one is given has the opportunity, they should make Conversation Checks.
Fragments of Memory
All Dolls begin with two Fragments of Memory.
During a Session, they may acquire additional Fragments of Memory during the
Adventure and End Phases. They may recover these when they explore places related to
their past or do things related to their past.
The number of Fragments of Memory a Doll possesses is the upper limit to the number
of Madness Points they may remove during each Phase. To acquire Fragments of
Memory, Dolls should fulfill their Karma and acquire Favor Points. During the Session,
Players are encouraged to actively search for their past.
The maximum number of Fragments of Memory a Doll can possess is 6. It is possible to
recover Fragments of Memory beyond this, but they will not affect the amount of Madness
Points that can be removed during each Phase. Please record having seven Fragments of
Memory and beyond merely as a note in the Doll's background.
Their Own Past
For more information on when the Necromancer should give out Fragments of Memory,
please see the Necromancer Section.
128
Treasures
Upon creation, all Dolls possess a single Treasure. These are beautiful, memorable, or
important things that Dolls find as they wander the world. As Sessions occur, Dolls may
come to acquire additional Treasures.
During the Adventure Phase or End Phase, if one explains their reasons to the
Necromancer and he permits it, one may keep an object they have found as a Treasure.
They should place it in a Location of their choice as a Part.
However, since Treasures are treated like other Parts, they can take damage and be
destroyed. If a Treasure is destroyed, the target of the Fetter has been lost, and the Doll
takes a Madness Point upon their "Dependent on Treasure" Fetter.
Treasures are not considered to be either Basic Parts or Reinforcement Parts. For that
reason, they cannot be recovered during the End Phase (as is explained later.)
On the upside, when one has Treasures, at the end of the Battle Phase, they may
remove one Madness Point from a Fetter of their choice for each undamaged Treasure
they have. In particular, this is necessary to remove Madness upon the "Dependent on
Treasure" Fetter, which cannot be removed by other means.
However, one may not recover from Madness Points in excess of the number of
Fragments of Memory they possess. If one has already used Maneuvers to remove
Madness Points during the Battle Phase, these count towards the same limit.
The fate of their Treasures decides whether a Doll will succumb to despair or be saved
from it. Take care not to acquire too many Treasures and to protect them.
Additional Treasures
The Necromancer does not have to be generous in allowing Players to acquire new
Treasures.
Maneuvers
Certain Maneuvers may inflict Madness Points as a Cost or remove them as its effect.
For a detailed explanation, please see the previous section on Maneuvers.
129
Preparing for Combat
Combat takes place atop a symbolic map called the "Stage of Battle." This map is
divided into five Areas.
The Players should deploy their Markers in the Area that they decided upon at the time
of character creation.
Afterwards, the Necromancer should specify the Victory Condition to the players. If
there is any additional Karma (explained later), it should also be given at this time. The
Necromancer should then place markers representing enemies or other participants into
Areas of their choice (if they have not already decided beforehand.)
Place copies of the same markers in the boxes to the right of the Stage of Battle with
the numbers 15 through -5 written in them. The Players, Necromancer and any other
participants should place their markers in the box corresponding to their Maximum Action
Count. After the above preparations have been made, the Players and Necromancers
should be sure to perform any Maneuvers, etc. that take place "at the start of the Battle
Phase." If there is nothing more of the sort, combat can begin.
Victory Conditions
For more information on suitable Victory Conditions, please see the Necromancer
Section.
Remaining Markers
Combat may end in the middle of a Turn. However, Dolls do not take any additional
Madness Points from this Turn ending.
130
The Flow of Combat
Combat is divided into units of time known as Turns. One Turn represents about ten
seconds of time within the setting.
Likewise, Turns are themselves divided into units of time known as Count. Count, in
combination with Action Points, determine the order in which the participants of the combat
act. The participant with the highest Maximum Action Points is typically the first to act. The
current Count will decrease by 1 at the Necromancer's command, eventually reaching
zero. The markers to the right of the Stage of Battle should be managed in accordance
with all Actions taken. As one's current Action Points change, their marker should be
moved to the box representing their current Action Points.
At the beginning of the first Turn, each combat participant's Action Points will be the
same as their Maximum Action Points.
The Count will then decrease as the participants take action.
When the Count reaches 0, the Turn is over. At this time, all of the Players must take a
Madness Point upon a Fetter of their choice.
At the beginning of the next Turn, all of the participants recover Action Points equal to
their Maximum Action Points. However, be careful when deciding how many Action Points
to recover.
It is possible that Parts which increase one's Maximum Action Points may have been
damaged. If this is the case, the amount of Action Points one can recover is likewise
different.
For example, if a Doll with 10 Maximum Action Points ends the Turn at -2 Action Points,
she will recover 10 Action Points and start with 8 in the next Turn. However, if her Brain
and Eyeballs were damaged, she won't recover the full ten Action Points and will start with
less than 7.
After all participants in combat have recovered their Action Points, if they were not
already defeated, the new Turn begins. Until one side of the battle either escapes or is
defeated, the procedure above repeats itself.
Madness Points
Battle can be a terrifying thing. Dolls who engage in it are liable to be overcome by
madness if it continues for too long. Yet in Nechronica, combat is unavoidable. For the
sake of the Dolls' well-being, it is wise to end combat as quickly as possible.
Actions
When the Count is equal to a combat participant's Current Action Points, they can use
Maneuvers with a Timing of "Action."
131
Alternately, if they do not wish to use a Maneuver, they can declare that they wish to
wait. Waiting results in their Action Points decreasing by 1.
If they declare that they will use a Maneuver, their Action Points immediately decrease
by the Cost of that Maneuver.
When the Count decreases to their new Action Points, they can use that Maneuver a
second time. However, it is possible the Maneuver may become unusable if the Part that
enables it is damaged. Be careful.
Maneuvers with "Check", "Damage" or "Rapid" timing can be used regardless of one's
current Action Points or the current Count if their other requirements are met ("Rapid"
Maneuvers must be declared in response to an Action.) However, Maneuvers with these
Timings can be used only one time each Turn.
One can use a Maneuver even if paying its Cost would send their Action Points to 0 or
below. However, be careful of going into negative Action Points. When one's Action Points
are at zero or less, they can use no Maneuvers except for those with Timing "Auto."
For example, if at Count 2 a Doll uses a Maneuver with a Cost of 4, their Action Points
will now be at -2. As their Action Points are at or below zero, until the next Turn, they can
only use Maneuvers with Timing "Auto."
Costs
Costs are paid at the time the use of a Maneuver is declared. If that Maneuver is
negated by a Rapid Maneuver, its Cost is paid nonetheless.
Reusing Maneuvers
There is no limit to the number of times an Action Maneuver can be used during a Turn.
As long as the Part granting it is not damaged, use it as many times as you wish.
Count Processing
It is not uncommon that during combat, allies and enemies will have the same number
of Action Points and act during the same Count.
Actions that occur on the same Count are treated as if they occurred simultaneously.
For example, if a Movement Maneuver and an Attack Maneuver are used at the same
time, the target is assumed to have not yet moved from their original Area. However, if
made using a Maneuver with the Timing "Check" or "Rapid", the movement will take place
before the attack.
When Actions take place during the same Count, the Necromancer should declare
theirs first.
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If the Necromancer's Attacks result in Parts being destroyed, Dolls acting on the same
Count can still use Maneuvers dependent upon these Parts (but cannot use the Parts to to
pay Costs and such.)
However, Maneuvers with the timing "Check" or "Rapid" are considered to pre-empt
these simultaneous actions. If an Attack with the timing "Check" or "Rapid" destroys a Part,
a Maneuver using that Part cannot be made during the same Count. When made at the
same time, even if a "Check", "Damage" or "Rapid" Maneuver causes one's Action Points
to decrease, an Action Maneuver can be made during that Count.
However, if one's current Action Points fall to zero or less, they cannot perform any
simultaneous Maneuvers.
Combat participants may perform multiple "Check", "Damage" and "Rapid" Maneuvers
at the same time. To give an absurd example, a Doll could use their Forearm to support a
Check, while simultaneously hindering it with their Legs (though doing so would be
meaningless.)
Likewise, multiple combat participants may perform "Check", "Damage" and "Rapid"
Maneuvers in response to the same action.
When the Timing of Maneuvers overlaps, those Maneuvers declared last should be
carried out first. It's thus possible to cancel a Rapid Maneuver with another Rapid
Maneuver. When multiple combat participants are in the fray, "Check", "Damage" and
"Rapid" Maneuvers also follow this rule.
Attack Checks
These Checks are performed when an Attack Maneuver is used. Perform a Check to
determine which location the attack hits, and look up the result on the table below.
1 or Critical Failure (The attacker chooses an ally in the same Area
Less as the target, and hits them in a Location of their choice
2-5 Failure
The target chooses which Location is hit (it cannot be one in
6
which all Parts are damaged)
Legs (if all Parts are already damaged, the attacker chooses
7
another Location)
Torso (if all Parts are already damaged, the attacker chooses
8
another Location)
Arms (if all Parts are already damaged, the attacker chooses
9
another Location)
Head (if all Parts are already damaged, the attacker chooses
10
another Location)
Critical Success (the attacker hits a Location of their choice
11+
and does bonus damage equal to the Check Result - 10)
Basically, if the Check Result is 6 or higher, it will hit a Location in accordance with the
result, and do damage in accordance with the Maneuver.
In the case of a Critical Failure, the attack will hit an ally in the same area as the target
(if the attack was an Area Attack, that property is lost.)
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In the case of a Critical Success, the attacker can hit a Location of their choice on the
target, and the amount of damage they deal is raised by the Check Value - 10.
Damage
When an Attack is made, it causes damage to a Location such as the Head, Arms,
Torso, or Legs. The Location which took damage has a number of Parts equal to the
amount of taken damage become damaged.
Unless Recovered during the End Phase (explained later), the effects of these damaged
Parts is lost. Maneuvers that they enable cannot be used. And Parts that have been
damaged cannot be damaged again.
If all of the Parts in a Location hit by an attack are already damaged, the attacker may
choose from among the remaining Locations.
If all of a Doll's Parts in all her Locations are damaged, she cannot participate in combat
until she recovers.
Damaged Parts
If all of a Doll's Parts are damaged, yet the Victory Condition is fulfilled, she may be able
to Recover (explained later.) However, if defeated, she will not be able to fight again. In
order to win, take care not to get too damaged.
Dismemberment Checks
There are Attacks capable of cutting parts off of a body without damaging them.
The target of these attacks must make a "Dismemberment Check."
If this check is failed, all Parts in the Location hit are damaged without regard to the
numerical quantity of damage received.
Types of Enemies
However, this rule differs when fighting enemies such as Legions and Horrors.
Explosive and Area Attacks are also treated differently. See the Necromancer Section for
details.
Escape
When there is little chance of victory, and the Necromancer recognizes this, escape
may be possible.
This can be attempted by any Dolls within Eden. If they are all make Movement
Maneuvers, they may make an additional Check in the fashion of an Action Check.
Within combat, this Check is considered to be a Maneuver with "Check" Timing (but it
cannot be made outside of Eden.)
If the Check is successful, the Doll escapes without suffering any further harm.
However, if the Check fails, she remains on the battlefield. She is still located in Eden. If
she uses another Movement Maneuver, she may try again.
In the case of a Critical Failure, she may not attempt to escape again until the next
Turn.
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If all of the Dolls escape, any Dolls that were annihilated cannot Recover (explained
later) during the End Phase. Defeated enemies and one's own damaged parts remain
upon the battlefield. The remaining Dolls will have to endure the next Session before they
can recover.
Other Situations
During the Battle Phase, it is possible that other rules will be invoked depending on the
situation.
For example, Action Checks may be commonly used for certain situations.
These are typically treated as Action Maneuvers with a Cost decided by the
Necromancer. Below are a few examples.
Noticing Something
This is a Rapid Maneuver with a Cost of 0. However, if it takes careful observation, it
should be an Action Maneuver with a cost of 1.
Reading Something
Depending on its difficulty or length, a Doll should make an Action Maneuver with a cost
of at least 1.
Opening a Door
This has the same Cost as a Movement Maneuver. However, if it requires a key or a
password, the cost should go up to 3~4.
Destroying a Wall
Attacks should be made against the wall with a certain amount of damage required to
destroy it.
Operating a Machine
If this would dramatically alter the situation, give it a cost of 3~4. However, if it needs to
be operated multiple times or its utility is minimal, a cost of 1~2 is enough.
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Maneuvers
Maneuvers with Timing other than "Auto" can only be used during the Battle Phase.
These abilities only take effect under the extreme conditions of combat. While it might be
useful to repair parts and such at other times, that unfortunately can't be done at one's will.
Threat Levels
This refers to the cost of the Necromancer's troops. Powerful ones will have a high
Threat Level. For a detailed explanation, see the Necromancer Section.
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Karma
"Karma" refers to objectives and missions the Dolls are burdened with. Each Doll will be
given a number of Karma. The nature of this Karma may differ amongst them. Typically,
during a single session, the Dolls will be given two or three Karma.
All Dolls begin with the Karma "Find Fragments of Memory." This Karma is considered
to have been fulfilled as long as one or more (if more, the Karma was only fulfilled once)
Fragments of Memory were acquired during the session.
The Necromancer may issue Karma to the Players at the beginning of either the
Adventure Phase or the Battle Phase. The conditions to fulfill these Karma may vary.
Players are welcome to ask the Necromancer questions concerning how the Karma should
be fulfilled.
At the end of the Session, each Karma that was fulfilled will earn 2 Favor Points.
Fulfilling their Karma is necessary for the Dolls to become stronger.
Favor
As 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 Session until the beginning of the next one, the Dolls can spend
Favor to produce the effects described on the table below.
Points Effect
Change the type of a Fetter of your choice. However,
2
"Dependent on Treasure" cannot be changed.
Erase a Fetter towards a target other than your Treasure or
2
your sisters.
2 Acquire a new Fetter (with the Necromancer's permission.)
4 Remove a single Madness Point upon yourself.
4 Regenerate a damaged Basic Part of your choice.
Regenerate a damaged Reinforcement Part of your choice (or
6 replace it with another of the same category, and same level or
below.)
Learn a new skill from your Position or Class (if you have the
10
same Class twice, this can be its Special Skill.)
Gain a Reinforcement Point in any category (up to a maximum
10 of 9.) You may acquire a new Reinforcement Part in this
category; see the Doll Section.
Learn a new skill from a Position or Class other than yours (this
20
may not be a Special Skill.)
When acquiring a new Fetter, you should choose a target that was featured during the
Session. If the Dolls have acquired new companions, or Savants or the Necromancers
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themselves have made multiple appearances, the Necromancer may allow the Dolls to
create Fetters towards them.
At this time, with the permission of the Necromancer, the type of the Fetter can be freely
chosen (though the Necromancer may make a suggestion.) Brand-new Fetters begin with
three Madness Points upon them.
Gaining a new Fetter will help one's heart grow stronger in the sessions to come.
However, the maximum number of Fetters one may have is six. Be careful.
Though Favor is bestowed upon individual Dolls, if all the Dolls entered a Heart-Broken
state or were annihilated in combat, remaining Favor Points are inherited by the next Doll
created by that Player. Think of it as the Necromancer learning from their previous
mistakes to create stronger Dolls.
Also, depending on the format of the session, the Necromancer too may be able to
acquire Favor. See the Necromancer Section for details.
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Group Management
It is not difficult to run a game.
In order to simplify the work on the process, the NC needs to have a "script" first. The
various events in the game must be recorded in detail in the script. This is the most
indispensable tool for NC to interact with PLs.
Although it sounds a bit complicated, this is the necessary procedure for the NC to play
with the Dolls.
Distinguish Phases
As explained in the previous rule introduction. Each game has three phases.
The NC has an obligation to tell the PLs when switching between these phases.
"The Adventure Phase" is the beginning of a session until a battle unfolds between an
enemy and the Dolls.
"The Battle Phase" begins at the beginning of the battle and leads to combat.
When the Dolls reach the victory conditions, or if they are fleeing from the scene without
being completely destroyed, it starts the "End Phase." The end of the "End Phase" is also
the end of the session.
Give Information
The most important thing for the NC is to give the PLs various kinds of information.
What PLs know is only about the Dolls that they control. Nothing is known about where
the Dolls are located, what is going on, and so on. Therefore, it is necessary to guide the
PLs into the situation through the information given by the NC. From the initial situation of
the Dolls at the start of the Phase and from time to time, answer the questions from the
PLs, as well as give Dolls feedback in the various actions in the plot, these must be
responded to.
Some ready-made scripts, although they have recorded as much as possible to try and
predict the various situations that may be encountered with the group, are not necessarily
complete. Whether it is the color of the walls and the floor, or the subtle odor and touch,
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these trivial things can't be written in the script one after the other. At this time, you must
rely on the NC's judgement in that moment to give an answer.
Originally, when exploring activities outside the script when it is not relevant to the plot,
if it is not too much of a change it is OK to occasionally let the PLs take a slight detour. If
you encounter problems that the NC can't handle or if you don't have a chance to prepare,
you can't force the PLs to follow your own script. Although it is not possible to control the
will of the PLs, NC is the one who is given absolute power over the world.
Determination
In addition to the decisions that will occur in the battle phase, there are various things
that need to be determined in the Adventure and Ending phases.
Action Checks
In important events, the script will pre-determine the criteria for action checks, but this
does not mean that the PL will not perform unexpected actions. Even if it obviously an
action that seems impossible to achieve or an act that has no progress on the plot, these
can be allowed, but at this time, Action Checks must be made.
For example, when the PL asks to investigate something, especially in a room where
there is nothing at all. Even if the roll is successful, the NC can say "Nothing is found" to
the PL. However, it is ok to give a special description without affecting the main line. In
particular, when it comes to situations involving "Memory fragments" or "treasures," giving
a dramatic answer has a good effect on the group.
As for adjustments on Action Checks, as long as you are not used to it, not adjusting the
difficulty is fine; that is, the correction value falls on ±0. If you have gotten used to it, you
can adjust it as it fits the situation.
Madness Checks
Basically, these will only be made when the script calls for it.
However, if the PLs’ own decisions result in a situation where they gained deeper
understanding and knowledge, giving them more Madness Points than originally expected
is fine.
In addition, if this stress is caused by the actions of the Doll itself, it could cause tragedy
or frenzy. At this time, the NC should have Madness Checks be made without hesitation.
Conversation Checks
This check is mainly an action that can be performed when a PL declares it. Generally
speaking, the NC does not actively help the Doll to make a Conversation Check. After the
PL announce the conversation check, the NC can accept the PL's decision, unless it is at
an inappropriate time or when there are more important conditions.
However, although PL have to announce these checks on their own initiative, it does not
mean that the NC should leave them alone on this through the entire game. Before
running the game, be sure to tell all the participants about this, because it is about the
relationship between the PLs’ own rights and interests. This must not be forgotten. In
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addition, in the game, the NC should actively encourage PLs’ who don’t find opportunities
to make conversation checks.
Then, if it is good play, when the players are engaged, you can wait until the players
have finished with their roleplay before making the Conversation Check roll. (You might
also allow checks with multiple targets or multiple checks at once.)
If you think a PL’s roleplaying is great, you can give a bonus ranging from +1 to +3 on
the Conversation Check as a play bonus. Most of the conditions are mainly +1. The
condition of a +3 bonus should be rare, and it is better to try not to have it appear too many
times in a session.
In addition, the upper limit of Madness points removed is limited by the number of
"Memory Fragments." It is possible to reach this upper limit in each phase. Whether it is
the NC or the PL itself, you must pay attention to this. (This also means that the
Conversation Check is not an action that can be performed indefinitely.)
Regarding the situation of good play: Although the PL is encouraged to roleplay, this
does not mean that the PL should make the others uncomfortable. It is very important to
not simply bury yourself in imagination and not to control other people's ideas. This
tendency would be fine for a Doll, but not for a PL and you must ask them to exercise self-
restraint. If the situation does not improve, the NC can also refuse to accept a
Conversation Check.
Rulings
NC is the ruler of the Nechronica world.
The NC has the right to final judgement on events.
Therefore, as the NC, you must read the rules well. A PL that participates in the game
can be a newcomer to the rules for the first time, but the NC can't. Therefore, it is the first
task of the NC to read the rules (this must be understood before the stage of making the
Dolls). Of course, reading the rules well does not mean that you have to know everything
perfectly. But if you can’t quickly find rules that you use often, the rhythm of play will be
disturbed.
The rules here are Nechronica's game guidelines. Sometimes the decisions of the NC
will be larger than the rules themselves.
Specifically, in the game, if you interpreted or executed the rules wrongly, you shall not
turn back time and play the situation again. After you find the problem, it it will be fine to
correct it next time. Even the loopholes in the rules themselves do not mean that half of
the game should be made pointless.
In addition, even if it is an indication in the rule, if the NC itself judges that the rule
appears to be quite redundant, it can be omitted. The NC does not have to be constantly
bound by rules and adjustments can be made at depending on the situation.
On taking your own judgement as a priority: Of course, there are different conclusions
depending on the situation or occasion, but this does not mean that the NC can completely
ignore the rules, and everything acts according to the NC's own ideas. (If this is the case,
then there is no need for the rules to exist.)
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Playing the Enemy
It is one of the most important tasks of the NC to let the enemies of the Dolls appear,
act, and attack the Dolls.
A variety of enemies and how to use them is explained in a different chapter. For
detailed strategies, refer to that.
In the midst of the battle, if you give the Dolls too much leeway, you will feel no tension.
However, the Necromancer's own goal is to watch the Dolls’ endless torture, instead of
utterly annihilating them. The NC needs to do a balanced design in combat. Don't focus
too much on the weak, single Dolls and try to be equal with your attacks.
To be equal with attacks: This is not to say that you should completely avoid the weak
Doll and not let the Doll be attacked. If possible, try to give a more average and random
attack within your range. Seeing it as giving out highlights equally, you might target Dolls
that dealt the most damage with priority.
Give Rewards
In order to not let the Dolls collapse and completely lose their hope of survival, NC
needs to give a variety of rewards to encourage them to move forward. Such a reward is
not only good for defeating the enemy, but also for the various dramatic developments in
the game.
"Memory Fragments," "Treasures," "Parts," "Fetters" and "Favor" are all things that can
be rewarded. The number and content of these awards, as well when they are given, must
be carefully considered when compiling the script. In addition, the timing of rewards is
mostly in the Adventure and End phases.
As for how much Favor to give out each session, see here:
Favor (Complete Threat value of the script ÷ Number of Dolls) + 2 per Karma achieved
Round down.
Of course, the more Karma you give, and the easier these are to achieve, the more
Favor the Dolls will earn. It is also a way to control the speed at which the Dolls grow,
depending on how much Favor they earn.
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Scripting
Although there are many replays and scripts on the internet, if you want to run a story
with a personal touch and your own group, you will still have to write the story yourself.
I'll tell you how to write a good script.
Stage Setting
When you start writing a script, the first thing to consider is the location, where the story
takes place.
No matter what the story, the location of the Doll has always been a very important
factor. According to the world background, even if the PL themselves don't understand the
world of the script, the NC itself has to. In one corner of the world, pick and create a place
to go, wilderness, ruined cities, supermarkets, wasted factories, underground bunkers and
so on. Then, for the location that was picked out, fill out the details of the location, such as
the top floor of a building in a ruined town, or the only supermarket in the wilderness. In
addition, places that are significantly different from the real world, such as completely
deserted coasts and forests, can also be used.
After roughly deciding where the incident will occur, then the next step is to start
planning the plot and the stage of deploying the pawns.
Guard X
This type of goal is suitable for announcing at the start of the battle phase. Objects are
not only limited to special treasures, NC operated servants, objects, machines and so on.
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Go to X
This type of goal is suitable for announcing at the start of the adventure phase. If you
are in a house, the target might be outside the house. If you are underground, the target
can be the surface, or you can guide the Dolls to an important meeting point and so on. If
you arrive at the designated location within the phase, you will complete the goal.
Escape
As long as all the Dolls escape, it is a victory.
In the escape goal, NC can add 30% of the original threat value to the enemies in the
battle. to make the escape even harder.(the extra threat value is not counted in after battle
rewards) It is not necessary for some enemies to arrive at the end of the round. The
purpose of the Dolls is not to completely annihilate the present enemies, but to win if they
reach the victory condition.
In addition, although it is said that the victory condition of "escape" is achieved, it is
"victory." However, some special circumstances may occur, such as searching for repair
parts on the way to escape, or fleeing with your own damaged parts. This time, you can
"repair" afterwards.
Units
Units controlled by NC will have a value called "Threat"
First, please adjust this threat according to the number of PL. The number of "threat"
that can be assigned. If it is a team that values combat, it is a good configuration to have a
total threat value near "Number of Dolls x10."
When the Dolls gain experience, or the PLs are familiar with the Nechronica rules then it
doesn't matter if you raise the "threat" value beyond this formula.
When the threat range is roughly determined, it is time to configure the battle. In
addition, depending on the difference in the conditions of victory, it is sometimes possible
to add units that exceed the total threat value. This is especially important.
Threat is equivalent to difficulty. It almost represents how hard the battle the Dolls face
will be. Arranging a battle can be carried out from two aspects. One is to decide the range
of threat value, and then to assign the pawns on the stage to achieve the same threat. The
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other is to arrange the pawns, then add the total threat of all pawns. If its exceeded or
insufficient, it will be adjusted to the desired threat level.
The following are precautions for the layout of pawns. Please pay attention.
Type of Pawn
If the pawns on the field are too mixed, they have a great range of tactics but it is also
the hardest to manage. PL must think hard on the battlefield. In a battle, it is more
appropriate to limit yourself to no more than 5 different types of enemy.
Pawn Strength
Pawns with high threat are indeed quite powerful on the NC side, but if you use too
much at the same time, it will be their doom because they are too few in number. Please
add low threat legions or horrors to fill the stage, so that you can hve more offensive and
defensive options.
Legion
The so called legion is cannon fodder, but many ants can still kill an elephant. In
particular, if the attacks do not have the special effects of "dismember", "explosive" or
"area", the legion will become difficult. However, if the number of the legion is too much,
the whole battle will become a simple fight and sometimes it will be quite boring, so pay
attention to this.
By paying the threat value of a legion, five members can be deployed. If the victory
condition is "Completely destroy the enemy", it is better to try not to exceed "Number of
Dolls x10" for Legions deployed on the field.
Area Arrangement
The pawns of the NC are usually placed in the three areas of "Hades", "Hell" and
"Tartarus" of the stage. As for the two areas of "Elysium" and "Eden", if there is any special
reason in the plot, there is no problem with deploying there.
In terms of tactics, the pawns should be able to strike the "Limbo" setting is ideal, but
sticking to the victory of the NC side (annihilation of the Dolls). Remember that redundancy
itself is also part of the decoration. If you cannot do it with beautiful tactics, or unusual
plays, then it is a hollow victory. Let's carefully arrange the pawns to the balance of the
situation.
PL Number
If you do not know the number of PL in advance, you should decide three types of
script. One for 2 people, one for 3 people and one for 4 people. It may be troublesome, but
if you get used to it, you can do so easily, so let's decide three types of teamwork
Determine Events
When creating a script, the NC must set the key events that will occur in the plot.
In particular, the determination of the two segments "Adventure" and "Ending" require
the NC to handle them carefully. Therefore, you should decide on important decisions
important in the scenario.
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However, Conversation Checks are invoked by the players, so the NC does not need to
decide them in advance. The events to be prepared are mainly Action Checks and
Madness Checks.
Important Action Checks include the discovery of hidden items, the difficulty of crossing
obstacles, etc, which may help or hinder the story and related matters. Such action checks
cannot be given too much power in execution, nor can they be designed to be worthless.
Whether it is too simple or too difficult, there is almost no check needed in a situation
where the results are almost certain. Therefore, in considering the difficulty level of the
check, let the PL be ready that they may fail, but also have some sort of hope for success.
Judging the success of the situation can make the plot progress more smoothly and the
information obtained by the Doll more complete. In addition, depending on the current
situation, you can attach effects like "cause/suffer 1-2 points of damage" (please determine
the actual damage/parts in advance) or "madness check", and obtain "treasures" and
"memory fragments". The chance for "parts."
In estimating difficulty for checks, the NC can give an adjustment value of +0, which is
not very skilled. Only as the story progresses, if you want the PL to look forward to the
follow up situations, or if you want the Dolls to enter the area, you can give an adjustment
to the success rate. In addition, if it is a significant risk, or if it is set to an action that is
difficult to achieve, it is okay to let the success rate drop.
Madness checks are judged in the same way and the checks that each Doll can make
in a single phase is mainly no more than 2-3 times. If the madness is too much, it will lead
to their hearts breaking.
Of course, there are some exceptions. If it is a script with a plot orientation, a particuarly
horrifying scene and no fighting can easily invoke madness and give the PL a sense of
crisis. Mercilessly give madness points. In the face of so much psychological pressure, it is
no less stress than the fear brought about in battle.
Do not be kind in the failure of madness checks. The madness points to be given should
be given and the madness effects after the increase of madness points should also be
used. An ally in madness is the most unstable and potential threat to the sisters.
Horrific undead and mutants, reading the diary of a madman, the ugly experimental
relics of humanity and even memories of the past... many are the ways for the NC to lead
the Doll into madness. It's a big problem, but it is also the essence of Nechronica. When
you are ready to fight, think about how you want to build a twisted world.
The NC can refer to an existing script and adjust the direction of the script according to
the content of other people's scripts. Whether it is the background or the whole world or
purely malicious, all kind of plot fragments can become a part of the script. After seeing
how others have written their own worldviews, please also think about what kind of script
you want to present to PL.
In addition, if in a long story, the Doll team that has experienced quite a few phases, the
part of the repetitive nature of the horror experience will eventually make people feel
frozen. At this time, even if they encounter the same horror situation again, to disregard
the madness check is a more appropriate option. For example, when encountering a non-
adult type of undead, the Dolls will be greatly shocked, but after the second or third times,
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they may not be so shocked. Since the shock to the mind is no longer there, there is no
need to make a madness check.
In addition, when the Dolls get their own "memory fragments" it is OK to give a madness
check if they impact the Doll in such a way. According to the content of the "memory
fragment", if the process of obtaining the fragment or the memory itself is so terrifying, then
assign madness without hesitation.
Finally action and madness checks are not going to happen in the battle phase.
However, if you want to perform these decisions in the battle phase, you need to plan the
timing of the check. Action checks such as the special actions in battles mentioned
previously, all actions are made with a specific action point cost. The madness check does
not need to consume any action points, instead it is the spirit of failure. The risk of rising
pressure.
Memory Fragments
Memory fragments are a way of making dramatic changes in the group and controlling
madness points. Obtaining memory fragments is also one of the default goals. If the team
is running a long term game, you can slow down the memory fragments and spread them
through the script, letting the Dolls earn them as they play.
When a Doll walks into a place related to the past, or encounters a situation related to
their past, there is a picture that seems to flash through their mind. As for the team, the
order of the members, and the way to gain their memory fragments, NC preferably
reserves some possibility in advance to let the PL explore and trigger them. Or if there is
no specific object, it can also be designed to obtain a relevant memory fragment when a
specific action or behavior is performed.
At this time, don't forget to add the memory fragment to the Doll's sheet, so the Doll can
have a deeper understanding of the past.
Especially in the running of the group, what memory fragments should be given, if you
have decided to make them premeditated, you can preplan the plot. For some NCs that
are not so fast, you can think of a temporarily plot.
However, as the total of memory fragments reflects the upper limit of how many
madness points can be eliminated per session, the fragments obtained after the sixth
fragment will not have an impact on the rules. If the memory fragments are indiscriminate,
in addition to reducing the challenge, it is possible there may be a situation where
background contradictions may occur and special attention should be paid here.
The memory fragments given can be selected by referring to the previous memory
fragment table. However, if none seem to fit the script, then NC can freely create their own.
If you decide only the name and the approximate content, a memory fragment can be
created.
Dialogue
The world of Nechronica is the world of the dead. In addition to a few mutant creatures,
they are able to move, leaving only the undead. Even if you want to find an object to tell
your mood, there is no way.
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But in order to create a story, NC will more or less arrange other characters to appear.
Whether it is the Necromancer of NC's creation, a servant who follows it's footsteps, or
humans who have survived the catastrophe, and all kind of information that tells the past,
they can all be used as an object on the stage.
Playing these non-PL roles it the job of the NC.
Through these appearances, the NC can push the Dolls into madness, show how
distorted the world is and lead them to a desperate end.
With a few exceptions, most of the roles are paranoid survivors with their minds twisted
by madness. It is this kind of "charming madman" that the NC has to play. The "Charming"
mentioned here refers to the temperament that the PL can resonate with or even "stand
together and fight together" with, to emphathize empathy and pity. Please try to use their
mouths and tell their stories.
But don't forget, even if it is played, please don't bring PL unpleasant emotions.
Nechronica is a game to enjoy, not suffer. As a villain and supporting role in the story, it is
necessary for NC to perform with love an enthusiasm. You can refer to the character
performances in existing scripts, or create your own to shape the image you want to
portray.
The charm of Nechronica is exactly what they convey to the PL. This charm is the
attraction of the game.
But most importantly, the protagonist of Nechronica is still a Doll. No matter what the
background character is, from lowly undead to Necromancer, the main story is still
centered on the Dolls. Be sure to always have that in mind.
Give Hope
For the Doll, the story of Nechronica is a cruel one. Even if they survive terrifying
battles, what follows is the unknown fear of what will happen next. To prop up the spirit of
the Doll and give them the courage to meet tomorrow, we must give them the motivation to
be called hope.
Even at the end of the story, the Doll may face an endless abyss, but you can't let the
Dolls lose all hope at the beginning of the story. If this is the case, not just the Doll itself,
but the PL may lose interest in continuing to play. Therefore it is very important to continue
to give the Dolls motivation to move forward.
The most simple and easy way ot understand hope is "favor". The gain of which has
already been finalized after writing the script, that is, the "total threat" and "karma goals" of
the battle are clearly marked. However, if you encounter a major turning point in the plot,
you can also provide additional favor to the PL.
In the game, "treasure" is a double edged sword. In the game, although it's possible the
Doll gets many treasures that can adorn the body (So many that they might end up looking
like a Christmas tree), but in a phase, do not give too much, just the right amount. For the
Doll itself, the treasure can be something that is related to the past, or perhaps something
that is cute or just caught the Dolls attention in some way.
The place where the treasures are obtained is not limited to the places where they have
been in the past. The supermarkets are now ruins. The homes are now abandoned
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houses, etc, are all places where Dolls could possibly collect eye-catching treasure. After
the PL request, the NC can decide if the selected item is a treasure.
After battle with the enemy, the repair of "parts" is an important measure to continue the
desire to move forward. As the story progresses, the Dolls have option replenish the
damaged parts, and the expansion and upgrade of the parts at the appropriate time is an
element that allows the Doll to continue onwards.
In a research facility or a place full of undead experiments, a factory that uses the
undead to perform mechanical labor etc, if the situation is where a large number of
compatible parts and organs can be obtained, the Dolls can be repaired as much as
possible. Of course, this does not mean that all the damaged parts of the body can or must
be completely repaired. At least in the case where repair parts are abundant, it is better to
not let the Doll or PL feel worried for the next session.
If the whole game is just earning and spending favor, running like this can make people
feel awkward with no clear goals in sight. Giving a Doll a "Fetter" is also a good way to
reward them. In terms of rules, they increase the upper limit of madness points that can
be gained. The new fetter is also encouragement for the Doll to continue.
In addition, if it is a large game of more than four sessions, in addition to the changes
seen above, a more effective direction must be given. That is the "purpose" that is more
clear than the initial goal of "gain memory fragments." The purpose of an ultimate goal. For
example, to find out the real process of how humanity met it's end; or to defeat a
necromancer who is hellishly evil. Although there is no way to accomplish this in one or
two sessions, it is quite clear and is the direction in which results can be foreseen. If the
Doll and the PL have an understanding of this ultimate goal, they will also show
corresponding enthusiasm in action.
Of course, the result of this ultimate goal may be tragedy, but this does not hinder the
legitimacy of the story. It is better to say that in the world of Nechronica, seeking a happy
ending is merely a dream.
Even so, after this, if the Dolls get a new goal, it may become a new source of power for
the Dolls and continue to act as a new hope.
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Styles of Play
After the session that only runs once, it does not mean that Nechronica's story is
completely over. Some PL may have free time, while others may not match so well with
others. The following is a description of possible gameplay styles.
Campaign
If you can have fun with friends for a long time and regularly, enjoy the long story of
multiple sessions woven together. This is called the "Campaign"
This type of group does not necessarily have to create the entire world. It's only
important to get together with the same group of PLs and use the same set of Dolls for
multiple games. In the long run, how many battles, how many wounds, countless
conversations and growth of a Doll are continued on. Compared with the whole world,
such a process is the key to gathering participants. As the personality of the Doll leaps
from the paper, what the PLs are concerned about is the story of the growth of the Doll.
In these sessions, the PLs form, from the obtained memory fragments and the
situations they have encountered, reasonable speculation that have been missed or not
thought of by the NC. Sometimes there are many interesting ideas in the discussion of the
players. As an NC, you must have have an open mind. If you have interesting ideas, it is
best to record them and integrate them into the group. This will not only let PLs have their
own fun to promote the story, but also make it their own and unique.
Relay Campaign
NC is a rewarding role, but the burden is reasonably large. It will be more so if it
becomes a campaign. Therefore, if there is a person who has a rulebook amongst the
players, and if everyone grees, it can be a circle sharing the role of Necromancer. These
campaigns are called Relay Campaigns.
Let's treat the Doll of participants who are currently the Necromancer to be temporary
unavailable or unable to participate in battle. It is OK if you speak and interact at an
Adventure Phase or End Phase, but you can not make various judgements or checks.
(There is no change in Madness for this character.)
Also, please be careful when you add additional Servants, Dolls and NPCs that you
need to play on the Necromancer side. Or, the first Necromancer may let your Doll appear
as a Servant (although you should be careful about actions or karma so that it will not be
destroyed by battle.)
In the Campaign, the Necromancer can also gain favor. The favor that NC can be
obtained is as follows…
If the Dolls don't achieve at least one Karma or are all destroyed, then the Necromancer
gains only half of the possible Favor. When taking over the role of the Necromancer from
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another participant, remember the background settings and confidential information etc of
the campaign.
Short Session
If you do not have much time and everyone is playing Nechronica for the first time, it is
a good idea to play with only the "Battle Phase" and "End Phase" to get used to the rules.
By omitting some fragments, or simply run with one of them as an introduction, or to a
quick-start group, this is the "Short session".
For battles in Short sessions, for the sake of streamlining, the number of enemy pawns
prepared should not exceed the number of Dolls x7. Because it is only a short battle, the
enemy who is on the scene is not very powerful, which means the favor points are not high
enough, so there is no need to deliberately suppress or enhance the number of pawns for
the short session.
You may try a short session as the first episode of a campaign. In the case of a short
session as an introduction, there may be no battle in the session, which is the beginning
and end of a simple "Adventure phase." In the game, try and let the PL understand the
situation of their own Dolls. There are various situations that may be encountered.
At the end of the session, you can import short sessions to give the Dolls a space to
breathe and communicate with each other. If you have more conversations in the end
phase, the Dolls will be able to deepen their relationships.
If people who are unfamiliar with Table Top RPGs are taking part, it is a good idea to
show them a short session before playing with a scenario.
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The Necromancer's Minions
Rarely do Necromancers deign to reveal themselves to the Dolls.
Instead, they oppose them with minions of their own.
When the Necromancer designs the scenario, they may only use minions of a given
Threat Level.
Each Session contains a single battle. Therefore, the Threat Level is the combined
strength of all the enemies in that Session.
The section below describes a variety of enemies for the Necromancer to use.
Types of Enemies
Enemies are broadly divided into three types.
Be warned that damage processing during battle is treated quite differently amongst
them..
Legions
Necromancers' cannon fodder. Without any will of their own, they blindly follow orders.
Outside of battle, they are used for physical labor. Since they exist in great numbers,
Legions are thrown into many battles. As they mow down countless Legions in a single
blow, the Dolls will truly realize what special existences they are.
The Threat Level written for a Legion typically represents 5 of their number.
A single Legion has no Location, no Parts, and will be destroyed by only 1 point of
damage.
All Legions in the same area are treated as a single enemy (if there are ten of them,
they will perform a single attack, not ten) and only when they are all destroyed do they
cease to act. In other words, regardless of the hit Location, a Legion which does not
receive at least 5 points of damage will continue to act.
The usual effect of Dismemberment or Explosive attacks do not apply to Legions -
instead, these properties double the damage they receive from attacks. In addition, Area
Attacks against the Area they are in will also double the damage they receive (an attack
that is both Explosive and an Area Attack will do 4 times the damage.) "Defend"
Maneuvers take place after the damage multipliers have been applied. However,
Maneuvers that negate "Dismember", "Explosive" and such effects will cancel the
multiplier of those effects.
In certain circumstances, hordes of Legions may perform an action known as
"Confluence." When "Confluence" is performed, the side with the higher Action Points may
perform an additional Action Maneuver.
However, "Confluence" is performed at the end of the current Count. "Confluence" will
not affect the number of Legions as considered for Attacks performed during the Count. In
addition, Legions preparing in Confluence cannot move unless both move at the same
time.
Legions cannot escape from battle.
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Example: In Limbo there are 15 Zombies, while in Hades there are 10. The Zombies in
Limbo are hit by a Katana with a die roll of 11. They take (Damage 1 + Critical Hit Bonus 1)
x (Dismember Multiplier 2) = 4 damage. There are now 11 Zombies remaining in Limbo.
When the Count reaches the Zombies' Action Points, the Zombies in Limbo use their
'Rend' attack on a Doll, while the Zombies in Hades shamble into Limbo. As it was
performed on the same Count, the attacking Zombies have not yet Confluenced, but are
treated as being 11 in number for the purposes of their Rend attack. With 11 Legions,
"Rend" has an effect of "Unarmed Attack 1 + Chain 1." After the Zombies have completed
their movement from Hades, there are 21 of them. Now that the two Legions have
Confluenced into a single mass of 21, their attack has the property "Chain 2."
As the Action Point costs of "Rend" and "Shamble" differ, the Action Points remaining
after Confluence are the higher of the two.
Horrors
Horrors are undead, mutants or robots given powerful augmentations for battle. Dolls
who have gone completely mad are often turned into Horrors. While no more self-aware
than beasts, Horrors have many abilities in combat. Encountering one is sure to lead to
conflict. Horrors are easy to manage, even with several of them on the battlefield. Suited to
be mild threats and leaders of Legions, they are not as mighty as Savants, but can be
made fairly powerful.
Unlike Dolls, Horrors do not have Locations. They are mere collections of Parts, and as long as
an attack hits, the Necromancer will decide which of their Parts get damaged. The usual effect of
Dismemberment or Explosive attacks do not apply to Horrors - instead, these properties double the
damage they receive from attacks. "Defend" Maneuvers take place after the damage multipliers
have been applied. However, Maneuvers that negate "Dismember", "Explosive" and such effects
will cancel the multiplier of those effects.
Horrors cannot escape from battle.
Savants
Undead who possess wills like those of humans, but who serve the Necromancers.
Although they take pride in their loyalty to the Necromancers, in truth they are no more
than toys as well. The fact that most are girls, like the Dolls, is evidence of this. The
Necromancers kindle their fervor in order to watch with amusement as they and the Dolls
crush each other.
Savants are the only type of enemy able to converse with the Dolls. They make excellent villains
and are suited to be the mastermind of any Scenarios.
Savants may confront the Dolls numerous times, as they are able to escape afterwards. Of
course, if they are destroyed, they can also be rebuilt or recreated. As they were dead in the first
place, even if one wipes out every last trace of a Savant, it's easy for the Necromancer to create a
duplicate.
Savants have much in common with Dolls. Though they do not have Madness Points or Fetters,
Dolls can use them as the target of Conversation Checks. If by holding a conversation the Dolls
are communicate something to them, the Necromancer may allow the Dolls to form Fetters
towards them. This is particularly suitable for Campaigns, where holding conversations with
Savants may be an important means of removing Madness Points.
Just like Dolls, Savants can attempt to Escape if they are in Tartarus.
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Enemy Data
Spirit Attacks
These occur in much the same way as do normal attacks. However, if they hit, in place
of taking X damage the target Doll receives X madness points (They do not take any
normal damage. Thus, Spirit Attacks do not create a "Damage" Timing.) The player of the
Doll that was hit can choose to add the Madness Points to any Fetter they wish. A Critical
Success does not increase the amount of Madness Points inflicted.
Legions
Zombie Threat Level 1 per 5
Max AP 8 Effect
[Action/2/0] Unarmed Attack 1 + Chain Attack (Number of
Rend
Zombies in the same Area divided by 10) (Round down).
Parts
Shamble [Action/3/Self] Move 1.
Mob [Rapid/0/0] Hinder Move 1.
Possessing no Reinforcements at all, these are the most basic of the Undead. Because
they were made in such enormous quantities, they can be seen everywhere.
Tactics: The advantage of using zombies is their low cost. A number of zombies can be
expected to work well. [Mob] in particular can be expected to cost Sisters their moves.
It also makes sense to place them in two areas. If placed in "Hades" or "Limbo" it can
block access to "Tartarus". Don't expect too much from their attacks, think of them as
disposable shields.
Roleplay: Zombies that appear as a group lack individual personality. If it makes sense,
locals, families, classmates, soldiers who have been been transformed into undead.
Zombies held for research could also be early enemies as well (differentiated by uniforms,
etc). Perhaps when the Dolls meet these zombies, it helps them regain their memories
before they have to destroy them. These scattered zombies will be much more miserable
than usual.
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Soldier Threat Level 2 per 5
Max AP 8 Effect
Simultaneous [Action/3/0~1] Ranged Attack 2 + Chain Attack (Number of
Fire Soldiers in the same Area divided by 10) (Round down).
Parts
Shamble [Action/3/Self] Move 1.
Mob [Rapid/0/0] Hinder Move 1.
Zombies equipped with the most basic combat knowledge and gear. Their fighting power in
a group should not be underestimated.
Tactics: The overwhelming nature of firepower is also quite costly. Soldiers consume a lot
of Threat and Action Points and should not be placed so that they are easily destroyed. It's
normal to place them in multiples so that the Dolls do not know which group to attack.
"Hades" is a good choice if another Legion is placed in "Limbo".
If the Sisters are used to them, then try placing Soldiers in "Eden". Even if they are not a
powerful force, they are still a sufficient threat.
Roleplay: Soldiers who are still on duty in the post-war world are common threats. They
will only show a cold expression as they shower you with bullets and care not for your
screams. It's a Pawn that's not suitable for showing childish or girlish elements of a story,
but it is a good way to introduce memories such as "Angel of Death" and "The Final War".
A soldier's equipment, certifications, memos, terminals, etc may greatly influence
scenarios and campaigns.
Tactics: The existence of a Nightmare stands out as the battle is prolonged. There are
many chances for Sisters to take Madness Points and as time goes on, the effects of
[Moan] increase. To put it the other way around, a Nightmare can't show it's true value to
an overpowered Sister. It will be needed to somehow scatter all your Pawns to avoid
having them destroyed. In this case, Nightmare can be used as a shield to attract careful
player attacks.
Roleplay: Nightmare is the perfect Pawn for producing a disastrous scenario. It will be a
stunning experience for the Doll and the players just by witnessing this shell of a girl.
Still, there are even more ways to shock with them. Dolls who think they only see wax
figures and mannequins suddenly realize they are starting to move. They could also be
failed clones of the Sisters.
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Witch Bird Threat Level 2 per 5
Max AP 9 Effect
[Action/2/0] Unarmed Attack 1 + Chain Attack (Number of Witch
Peck
Parts Birds in the same Area divided by 10) (Round down).
Flap Wings [Action/2/Self] Move 1~2.
It is not uncommon for wild birds to be indiscriminate in their attacks upon the undead.
Tactics: The advantage of the Witch Bird is their high Action Points and mobility. For this
reason, they are suitable for moving against the Dolls aggressively, rather than being a
stationary wall. If the Witch Birds are able to fly into the back row and attack the Dolls
there, it will be enough. Witch Bird mobility may also be useful for [Carrion Shield] and
[Dead Fusion]. Losing them is not significant.
Roleplay: The typical depiction is that of a flock of crows attracted to the army of the
dead. However, they are many other ways for them to appear. For example, they could be
nesting inside the stomach of a Butcher and leap out at the start of the battle. They may be
drawn to the site of a battle or break through windows. A shocking appearance could
prompt a Madness Check. If the Sisters Madness is high, take this opportunity to scare
them.
Tactics: Because it does not require attack checks and causes unstoppable damage, this
is a very useful Pawn for the NC. Place it in "Limbo" or "Elysium" and frustrate the Dolls.
Please note that this damage is taken regardless of what the Dolls can do. It is not an
"Area" attack. Be careful about "Move" effects such as [Wire Reel] and [Boost]. If the
Swarm is pushed away into other areas, moving back to a position to continue harassing
the Dolls becomes a priority.
Roleplay: You may think that countless moths and mice will not be encountered unless
there is a place with giant insects and mutant plants. The Swarm does not have to be
'alive'. It may be a horde of small Undead, or countless slithering flesh-horrors, even
stuffed animals that move. Such a swarm should be able to appear in man-made
buildings. Note how the Swarm deals damage and how it moves. They are different from
normal enemies.
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Horrors
Ghoul Threat Level 2
Max AP 8 Effect
Biting Jaws [Action/2/0] Unarmed Attack 2.
Bone [Action/3/Self] Move 1.
Parts Distorted Arm [Auto/0/Self] +1 to hit with Unarmed Attack Maneuvers.
Brains [Auto/0/Self] +2 Action Points.
Intestines [Auto/0/Self] None.
Many ghouls are formed from the Undead who feed upon other Undead.
Tactics: Although it is an inexpensive Pawn, it packs a punch. For Sisters who do not
have "Area" attacks a full line of Ghouls is a serious threat. On the other hand, if there is
an "Area" attack with enough power all the Ghouls will be wiped out. It is necessary to fight
while avoiding annihilation by using multiple maneuvers by spreading out. A "Hinder" type
Pawn that counters the "Support" on the Doll side can also be effective.
Roleplay: "Hunger" will be a big key for portraying the Ghoul. For example, families and
friends abruptly overtaken with the "Hunger", leaving them with a distorted body and face
after their meals. This should be fairly mentally harsh. Also, the 'meal' that the Ghouls
could be enjoying could be the aftermath of a deed by the Necromancer. They may have
eaten the friends and families of the Sisters, or even their own bodies.
Tactics: Best placed in "Tatarus". If a Sister is going to use a powerful attack, interrupt
them with [Hand of Death]. Don't forget to use [Scope] if you land a good hit. If you do this,
the Sniper won't be dismissed as a weak Horror. Experienced Dolls can easily move to
"Tatarus". If you have reached that point, you may want to place a Sniper in "Eden".
Roleplay: Even if it looks interesting, it's really not. It's recommended that you show only
the muzzle of the gun hidden in the shade without even showing the Sniper's body. Even if
it takes damage, the gun will not relent and keep on attacking. Only when it is completely
destroyed, should the gun be lifted of dropped from the shadows. A bloodstained rifle
rolling down towards the Dolls... it creates the fear of being attacked by invisible foes.
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Hound Threat Level 3
Max AP 9 Effect
Saberteeth [Action/2/0] Unarmed Attack 2.
Animal Legs [Action/2/Self] Move 1-2.
Strengthening
Parts [Auto/0/Self] +2 Action Points.
Spinal Cord
Tail [Auto/0/Self] +1 Action Points.
Intestines [Auto/0/Self] None.
Military Undead dogs. Their semi-mechanical bodies strengthen their ability to attack their
prey.
Tactics: The role of the Hound is to attack with high Action Points and movement. Above
all, it is important to place it in "Hades" and instantly reach the back row of the Dolls.
If you put the enemies for the main battle in Limbo, the Hounds can make it there very
quickly.
Roleplay: Dogs are the best friends of humanity. A hound is a good starting point for a
memorable scare. A Doll who has the memory fragments involving a dog or even having a
pet dog could discover that this Hound is now all that remains of that animal.
Hounds may tear flesh with their bladed heads, but they might just be innocently poking.
They may remember their former masters.
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Dobsonfly Threat Level 3
Max AP 8 Effect
Mandibles [Action/2/0] Unarmed Attack 2.
Wings [Action/2/Self] Move 1-2.
[Rapid/0/0] You may perform one Action Maneuver of your choice
Extra Wings
as if it's timing were "Rapid".
Parts Exoskeleton [Damage/0/Self] Defend 1.
Central
Nervous [Auto/0/Self] +2 Action Points.
System
Entrails [Auto/0/Self] None.
An outstanding insect often seen flying in groups. A three meter long carnivorous
cockroach.
Tactics: The Dobsonfly doesn't have many action points. Their true value lies in
placement control. With the use of [Wings] and [Extra Wings], the original deployment of
these monsters can be changed to something unexpected in an instant. Don't forget to use
[Exoskeleton]. A Dobsonfly has only a few parts and can easily be defeated. Use it as
soon as they take damage.
Roleplay: Giant insects are a major threat in the world of Nechronica. As wild predators,
they can show how cruel nature is with a variety of scenes, including those outside of
battles. There may be countless giant insects flying in the sky for the first time. In
contaminated water, there may be larvae that are more dangerous than adults. Other Dolls
who have perished may be getting devoured by a swarm that came in an instant.
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Butcher Threat Level 4
Max AP 8 Effect
Big Knife [Action/2/0] Melee Attack 2.
Bone [Action/3/Self] Move 1.
Armor Skin [Damage/0/Self] Defend 1.
Super Strength[Auto/0/Self] Melee Attack Damage +1.
Parts
Brain [Auto/0/Self] +2 Action Points.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
A giant Undead type used in melee. It uses a huge butcher knife to destroy it’s opponents.
Tactics: Although the Action Points are low, it can attack repeatedly at low cost due to [Big
Knife]. Use the three [Entrails] and [Armour Skin] to stay in action. Anyway, even if one or
two are damaged before they can start attacking, the Threat Level is low, so it's not a big
loss. Aim to attack as soon as possible.
Roleplay: As a weak mock boss, the Butcher is a good fit. Like Zombie and Soldier, it is a
standard enemy of the Nechronica world. It can be said to be a traditional Pawn. Describe
them dragging bloody corpses and their own organs. Describe the countless vermin and
rats crawling around in their bellies and you can induce fear into the players as well as the
Sisters. Fear with disgust is the key to portraying this type of Undead.
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Lift Vice Threat Level 4
Max AP 9 Effect
Grip Vice [Action/3/0] Unarmed Attack 3.
Caterpillar
[Action/3/Self] Move 1.
Treads
[Damage/1/Self] Use this Maneuver only when you deal damage.
Motor Gear
Add +2 to the damage for an Unarmed Attack.
Parts Reinforced
[Damage/1/Self] Defend 2.
Armor
Main Motor [Auto/0/Self] +2 Action Points.
Sub Motor [Auto/0/Self] +1 Action Points.
Armor Plate [Auto/0/Self] None.
Armor Plate [Auto/0/Self] None.
Relying upon internal biological engines to operate, this is a machine of tenacious attack
and defence.
Tactics: Since the Threat Level is not so high, make them appear in good numbers. Use
[Reinforced Armour] to withstand attacks. By using [Motor Gear] it can deal great damage,
over 5 points. Once the players have had a good taste of this, they should be more careful
if they fight Lift Vice again in the future. If so, you can use it as a distraction to cover other
threats.
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Matango Threat Level 4
Max AP 8 Effect
Parasite Spore[Action/2/0-1] Ranged Attack 1+ Explosive, +1 to attack check.
Staggering
[Action/3/Self] Move 1.
Legs
Corpse
[Check/0/0] Hinder 2.
Mushroom
Parts
Immovable [Auto/0/Self] [Stagger] and [Move] effects can be negated.
Reflex
[Auto/0/Self] +2 Action Points.
Movement
Mushroom [Auto/0/Self] None.
Mushroom [Auto/0/Self] None.
Parasitic mushrooms that grow in the bodies of the Undead. It draws closer in response to
moving objects.
Tactics: Although it looks very strange, it is an excellent all-rounder who can handle mid-
range battles. The resistance to "Stagger" and "Move" is helpful. If you put it in "Limbo", it
can suitably harass the players. Modifications to attack checks can increase it's
performance. [Parasite Spore] has an "Explosive" effect, so if even a single point of
damage is caused, it will inflict more damage upon the Dolls.
Roleplay: It may seem that it's appearance is only limited to special events, but it doesn't
matter if it is amongst normal or military undead forces. It is quite possible that a Legion or
Horror infested by the fungus is still under the control of the Necromancer. Of course, it's
also possible to have Savants and Dolls that have been encountered beforehand to
reappear as fungus infested monsters.
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Mad Gasser Threat Level 5
Max AP 8 Effect
Decomposing
[Action/3/0-1] Ranged Attack 1+ Area.
Gas
Bone [Action/3/Self] Move 1.
[Auto/0/Self] During the Battle Phase, if your Parts are damaged,
Auto Control
you may continue to use Maneuvers they enable until the end of
Equipment
Parts the Turn.
Counter Attack
[Auto/0/Self] The damage of an Area Attack is negated.
Equipment
Brain [Auto/0/Self] +2 Action Points.
Guts [Auto/0/Self] None.
Guts [Auto/0/Self] None.
The poison gas it sprays is deadly enough to destroy an undead body.
Tactics: This Pawn is most effective when deployed wisely. If you place them in "Limbo",
"Hades" and "Tartarus" they can spray [Decomposing Gas] to all areas apart from "Eden".
Mad Gasser himself does not suffer damage from "Area" attacks due to [Counter Attack
Equipment].
Roleplay: A Horror that looks like an insane man. It's a good idea to make the madness
spread through friendly Savants the Dolls have met before. The appearance of friendly
faces attacking them should look creepy. It's also a good idea to take advantage of the
face hidden by the gas mask. When the mask is removed, perhaps the Dolls know the
face behind it. Former acquaintances and parents are recommended.
163
Bulbhead Threat Level 5
Max AP 8 Effect
Talon [Action/2/0] Unarmed 2.
Bone [Action/3/Self] Move 1.
[Auto/None/0] When this Part is damaged in Battle Phase, a Blast
2 + Explosive + Area attack with a Check value of 8 occurs
Zombie Bomb
against yourself. However, "Rapid" and "Check" timings do not
Parts occur for this effect.
[Auto/0/Self] Every Unarmed and Melee Attack which targets you
Floater receives a penalty of -1 to the Attack Check (if it is an Area Attack,
the penalty only applies to hitting you).
Brain [Auto/0/Self] +2 Action Points.
Guts [Auto/0/Self] None.
A semi-floating undead filled with explosive, flammable gas.
Tactics: The main point of this Horror is [Zombie Bomb]. Let's generate the self-destruct
effect by being willingly caught in "Area" attacks from our own allies, such as the Mad
Gasser. It is recommended to give players a chance to defeat them by ranged attacks, or
set a victory condition other than "Annihilate the enemy." Also, it is not recommended to
use too many of them.
Roleplay: This is a grotesque creature that has a disgusting appearance. For that reason,
it may cause a Madness Check when it appears before the Dolls. The Necromancer could
have it being used as a living advertisement or warning on a decorated building or store.
You could have people turned into them then self-destructed for the purpose of a welcome
or firework entertainment. Even if it is not used for battle, it should be a flashy and bizarre
experience.
164
Drug Eater Threat Level 5
Max AP 10 Effect
Flesh Whip [Action/3/0-1] Unarmed Attack 2 + Chain 1.
Bone [Action/3/Self] Move 1.
[Check/2/0] Hinder 2. You may use this Maneuver any number of
Embalming
times per Turn, but only once per Check.
Parts
Shared Vision [Check/1/0-1] Support 2.
Brain [Auto/0/Self] +2 Action Points.
Eyes [Auto/0/Self] +1 Action Points.
Adrenaline [Auto/0/Self] +1 Action Points.
An incomplete Savant. Existing only as a head, they try to complete themselves by
robbing Dolls of their bodies.
Tactics: This Horror is all about sabotage. [Embalming] greatly restricts the actions of the
Sisters. If you can cause a failure or a Critical Failure, then do so without delay. Of course,
it's also important to hinder Critical Success attack rolls into normal successful attack rolls
to lower the damage the Dolls deal. Think of it as a backup attacker. Hindering and
Supporting can only do so much. For this reason, make sure the Drug Eater is at a safe
distance to Support, Hinder and Attack from.
Roleplay: A common use of the Drug Eater is to show a Doll who seems to be normal,
then the head leaps off from their neck and attacks. Of course, if the host body was a
former best friend or ally, it could create a more tragic situation. Along with Nightmare and
Banshee, you can create a group of discarded girls. They will never forgive Dolls who
seem to have the Necromancer's kindness and free will.
165
Banshee Threat Level 6
Max AP 10 Effect
Song of
[Action/3/0] Spirit Attack 1 + Area Attack.
Insanity
Bone [Action/3/Self] Move 1.
Curse Hair [Check/0/0] Support or Hinder 1.
Desperate
[Check/1/0-1] Hinder 1.
Parts Struggle
Brain [Auto/0/Self] +2 Action Points.
Eyes [Auto/0/Self] +1Action Points.
Heart [Auto/0/Self] +1 Action Points.
Guts [Auto/0/Self] None.
Guts [Auto/0/Self] None.
Due to the cruelty of the Necromancer, this Doll’s sanity has been completely crushed.
Tactics: Rely heavily upon [Song of Insanity]. Even though it is an "Area" attack, it will only
damage the Dolls and won't harm the other Pawns on the battlefield. Place it in "Limbo"
from the beginning of the battle so you can use the song as soon as possible. Don't forget
you have multiple means of hindering others. Don't miss the chance to make a Doll suffer
a failure or a critical failure. Because it is often made a priority target, it is also excellent as
bait. Make the Sisters focus on the Banshee while other threats close in.
Roleplay: She continues to suffer. Originally a person who should be protected, they are
now mentally broken and become a Banshee. It might be possible to remove them from
the victory conditions of a battle, so that they could be captured or confronted out of
combat. It's also good to have Savants who have met the Sisters before reappear before
them as Banshees. Several times, as the Necromancer refuses to let them die no matter
what happens. This should make the players angry towards the Necromancer.
166
Rafflesia Threat Level 6
Max AP 8 Effect
Attack
[Action/3/0-1] Unarmed Attack 2 + Chain Attack 1.
Tentacles
Pedipalp [Action/3/Self] Move 1.
Elastic
[Check/0/0] Support or Hinder 1.
Tentacles
Thick Meat [Damage/1/Self] Defend 2.
Parts Capture
[Rapid/1/0] Hinder Move 1.
Tentacles
Rooted Limbs [Auto/0/Self] May negate [Move] and [Stagger].
Reflex
[Auto/0/Self] +2 Action Points.
Movement
Petal [Auto/0/Self] None.
Petal [Auto/0/Self] None.
Carnivorous plant that blindly attacks moving objects. Their sharp tentacles are a big
threat.
Tactics: This is an all-rounder that can be placed anywhere. No matter where you place it,
you will be able to work reliably with attack, defence, support and hindering. Amongst it's
parts, [Attack Tentacles] with the "Chain" attacks can be a great threat to dolls when
combined with their range. The low Action Points is a weakness, but because it has many
tools at it's disposal such as [Capture Tentacles], [Thick Meat] and [Elastic Tentacles] the
positioning will not be wasted.
Roleplay: At first glance, this giant plant with the ability to move seems like something you
will only meet in nature. Infact, it is a Pawn that is often encountered in forests and
wetlands. However, it is often possible that this plant is stuck to the walls of buildings and
radio towers. It could be trying to catch prey the moment it enters a building or steps out
into the sunlight. A building consumed by poisonous and alien flowers is a fearsome sight
for the Dolls.
167
Meat Shredder Threat Level 7
Max AP 9 Effect
Shredder [Action/2/0] Melee Attack 2+Dismember +1 to the Attack roll.
Tank Treads [Action/3/Self] Move 1 Cannot be move hindered.
Scraper [Check/1/self] Support 2.
Front Armor [Damage/0/Self] Defend 1.
[Rapid/1/Special] This can be used only during a Movement
Maneuver. If the Movement is successful, Unarmed Attack 3
Parts Rush
against one target in either your current Area or the one you
began the Movement in.
Auto Balancer [Auto/0/Self] May negate [Move] and [Stagger].
Main Engine [Auto/0/Self] +2 Action Points.
Sub Engine [Auto/0/Self] +1 Action Points.
Armor Plate [Auto/0/Self] None.
A huge mincing machine that moves around with an organic engine and blends undead
into shredded meat.
Tactics: This is a perfect Pawn for both attack and defence. [Shredder] with it's attack
bonus and "Dismember" are both significant threats. "Support" with the [Scraper] and
[Rush] attacks are also possible. This machine can resist a lot of various effects and a
steady battle is certainly possible. However, the total number of possible attacks is not so
large because each attack is so strong. The Meat Shredder is also vulnerable to effects
like "Dismember" and "Explosive", so it is necessary to be wary about these effects.
Roleplay: As it searches for prey, you may encounter this machine in unexpected places
such as wilderness and forest. It's also not hindered by water, so it could burst out of
sewage like some crocodile. A Savant could possibly disguise it or bury it under sand so it
can ambush others. Put emphasis on it as a meat processing machine to trigger Madness
Checks. For example, before the battle you could show Legions (Zombies, Nightmares
etc) reduced to tattered piles of meat and pools of blood.
168
Teeth Bug Threat Level 9
Max AP 10 Effect
Jaw of the
[Action/3/0] Unarmed Attack 3.
Monster
Arthropod [Action/3/Self] Move 1.
Mucus Mass [Damage/1/0-1] Defend 1.
Strengthening
[Damage/1/Self] Defend 2.
Exoskeleton
[Rapid/1/Special] This can be used only during a Movement
Maneuver. If the Movement is successful, Unarmed Attack 3
Rush
against one target in either your current Area or the one you
Parts
began the Movement in.
[Auto/0/Self] During the Battle Phase, if your Parts are damaged,
Unconcern you may continue to use Maneuvers they enable until the end of
the Turn.
Bulk [Auto/0/Self] May negate [Move] and [Stagger].
Central Nerve [Auto/0/Self] +2 Action Points.
Eyeball [Auto/0/Self] +1 Action Points.
Eternal Hunger[Auto/0/Self] +1 Action Points.
Entrails [Auto/0/Self] None.
An enormous insect. Low intelligence, burrowing monster that is over 10 meters long.
Tactics: The Teeth Bug is a heavy tank. Use [Unconcern] to stay on the stage as long as
possible. Don't forget to make full use of it's defences and maneuvers. Keep standing up
to many Dolls even down to the last Count. It's more important to keep pressure on the
Sisters. If many Pawns are in one place, they are often targeted with "Area" attacks. It's a
good idea to use [Rush] to quickly close the distance and start an attack.
Roleplay: Let's portray the habits of a giant insect that is not undead. The use of sewers,
subway lines, building passages, etc, instead of burrows is a good way to show off the
scale of these beasts. It could also be interesting to have them erupt from the ground,
have the Dolls discover a huge nest of them, or encounter a creature that preys on these
monsters.
169
Fallen Warrior Threat Level 8
Max AP 13 Effect
Noted Sword [Action/2/0] Melee Attack 2+Dismember +1 to the Attack roll.
Bone [Action/3/Self] Move 1.
Armor [Damage/1/0] Defend 1.
Combat Sense[Auto/0/Self] +1 to hit when performing Melee Attack Maneuvers.
Brain [Auto/0/Self] +2 Action Points.
Parts Slaughter
[Auto/0/Self] +2 Action Points.
Instinct
Adrenaline [Auto/0/Self] +1 Action Points.
Reflex [Auto/0/Self] +1 Action Points.
Heart [Auto/0/Self] +1 Action Points.
Entrails [Auto/0/Self] None.
Undead for close combat warfare. Implanted with dynamic weapon skills and an upgraded
body.
Tactics: 13 Action Points! This is an Action Point value that can move before most Dolls. If
placed in "Limbo" then first strike with the [Noted Sword] is possible. Remember that it
gains +2 for it's Attack Checks with the Sword and [Combat Sense]. This attack has a high
chance of hitting and also causes the "Dismember" effect. Of course, it may be destroyed
by Rapid attacks but it is not easy to destroy a particular part, allowing the Fallen Warrior
to remain dangerous. Pawns in another area may give the Fallen Warrior ample chances
to attack and attack again.
Roleplay: It's easy to end up with a samurai from the name, but you can arrange it to have
a different form. You could show it as a splatter horror movie like killer, a man with a
monstrous sword, a knight with a sword or a girl with a knife. Even if you don't have a
heart, the existence that wields a blade at high speed has it's own beauty. It can be
tailored to be a neutral character or a runaway Doll or Savant.
170
Monster Threat Level 10
Max AP 10 Effect
Arm of the
[Action/3/0] Unarmed 3.
Monster
Bone [Action/3/Self] Move 1.
Bolt Head [Check/1/self] Support 2.
Meat Shield [Damage/0/0-1] Negate the effects of an attack.
Armor Skin [Damage/0/Self] Defend 1.
Steel Bones [Damage/1/Self] Defend 1 + Negate "Dismember".
Strengthening
Parts [Damage/0/Self] Defend 1 + Negate "Explosive".
Muscle
Limiter [Auto/0/Self] When damaged, +2 to Action Points.
Brain [Auto/0/Self] +2 Action Points.
Adrenaline [Auto/0/Self] +1 Action Points.
Reflex [Auto/0/Self] +1 Action Points.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Unbelievable giant Undead. They have a frightfully tough body.
Tactics: This is suitably one of the strongest basic Horrors and boasts high specs and
durability supported by many Parts. It boasts high resistance to effects such as "Explosive"
and "Dismember", and there is a sense of security that it will not be so easily defeated. It
would be best to place this Pawn up front in "Limbo". However, the attack performance of
the Monster is not so good against high defence. It can be said that it show it's true value
when it is mainly acting on defence and supporting other attacking Pawns.
Roleplay: Why not have this Monster built from sticking countless corpses together? The
many 'materials' may be related to the memory of a Doll. Despite being a horror, they can
still sometimes talk or scream. It's also fun to stalk and hunt down Sisters by using these
voices. Or even better, have a clone of one of the Dolls and mutate it into this distorted
giant. When the original Doll sees this, they will be scared!
171
Marionette (DoD) Threat Level 3
Max AP 6 Effect
Action/2/0-1] Can only be used on Dolls without any Fetters in
Mind Collapse
madness. Spirit Attack 1.
Vector [Auto/None/Self] Can ignore the effects of Explosive damage
Deflection upon itself. However, if it makes a critical failure in an attack
Membrane check, the damage dealt is doubled.
[Auto/None/Self] Every Unarmed and Melee Attack which targets
Floater you receives a penalty of -1 to the Attack Check (if it is an Area
Parts Attack, the penalty only applies to hitting you).
Unstoppable
[Check/2/0] Support 1.
Convulsions
Overwhelming
[Check/2/0] Hinder 1.
Horror
Floating [Action/3/Self] Move 1.
[Auto/None/self] When this part gets damaged, the PC that
Girl’s Body
damaged the part gains a Madness point.
Dolls and Savants manipulated by ESP. Even if they are broken, they are still animated to
fight.
Tactics: Although the Threat Level is low, it is a threat that cannot be ignored. A moderate
arrangement of these Pawns is still a threat to the Sisters. Their Action Points may be low,
but it is possible to deploy them in large numbers because they are cheap. Above all, their
Supports and Hinders will make the battle go smoother for the Necromancer.
Even if it is swiftly destroyed, it should be possible to cause Madness point gain due to
[Girl's Body]. If you gather a lot of them in one area, it will deter "Area" attacks from the
Sisters. Because they have so few maximum Action Points, it will be difficult to use [Mind
Collapse] effectively. One tactic is to mix in [Zombie Bomb] and use that, but if there are
many such Pawns on the stage it will be a lot of stress on the players. Therefore, Pawns
that can support other Pawns are recommended. By adding these, the Marionettes will
become a more powerful force.
Roleplay: They are humanoid dolls controlled by external forces. For this reason,
inhuman behaviour is possible. Show the unpleasant and mysterious behaviour of these
puppets. Display actions that humans cannot do, such as twisting their own limbs into
impossible angles, hideous facial expressions and laughing as they choke up their own
internal organs. Of course, it's also effective to use past relationships as explained with the
Nightmare and Banshee. The Marionette controlled by external ESP may continue to float
debris around even if it is damaged. From the torn body, internal organs, eyeballs and gore
may appear as strange decorations and float around. Even after being completely
destoyed, if the external ESP influence is safe, the fleshy remains will continue to float and
move. That aspect shows that it is different from normal undead.
172
Mount (DoD) Threat Level 8
Max AP 8 Effect
[Auto/None/Special] At the start of the battle, select a specific
Savant, except yourself, as a "Rider" (this can not change during
battle). If you and the "Rider" are in the same area during the
Riding Partner
battle, the "Rider" can invalidate the effects of "Explosive", "Move"
and "Stagger" Also, if you change Area, Riders change Area to
the same Placement.
Huge Steps [Action/2/Self] Move 1-2.
Strike [Action/2/0] Unarmed Attack 2.
[Rapid/1/Special] Usable only on your own Movement Maneuver.
Charge If the move succeeded, then Melee Attack 3 against one target in
Parts the area before or after the movement.
Reflexive
[Rapid/2/Self] Move 1. Ignore Hinder Move effects.
Jump
[Auto/None/Self] During the Battle Phase, you may ignore all
Immovable
Movement and Stagger effects.
Reinforced
[Auto/None/self] +2 Action Points.
Spine
Entrails [Auto/None/self] None.
Excess Flesh [Auto/None/self] None.
Excess Flesh [Auto/None/self] None.
Tailored to serve a Savant rider, this Undead has been created for the purpose of mobility.
Tactics: First of all, do not consider this Pawn as an attacker; this Pawn is designed to
assist a Savant. A single unit is not useful at all, and if you want to use the Mount, make it
appear with a Savant and designate it as the "Rider". With the Mount, the battle will be
different. Even if you use [Reflexive Jump] and [Charge] on the first attack, you should be
able to cause a lot of tension. In addition, the mount is a Pawn for strengthening the
"Rider", but it should be remembered that the "Rider" itself supports the Mount to allow
greater cooperation. You may feel unsatisfied if you use [Reflexive Jump] as a means of
movement. Mount has a low Action Point value, so it can't act quickly. If you want to make
full use of [Riding Partner] you can follow up with an increase in the Mount's Action Points
or add [Wire Reel]. Avoid Sisters by using Rapid movement multiple times in one Turn.
Roleplay: The Mount should not be too special. Like in battle, the leading role of the
encounter should be with the Savant, the "Rider". The Mount is undead, but it's nothing
special. It is enough to describe the size of the creature and it's power, but it's little more
than extra weapons and armour. If you want to build more complex relationships or hints,
you might want to make a totally different look and feel than from the normal Mount. What
should really stand out is the "Rider", the Savant. It's role in battle is special, but it's
appearance is similar to the Butcher. The "Rider"'s attitude towards the Mount being
destroyed helps to impress the personality of the Savant. Do they show compassion?
Gratitude? Surprise? Curse the Mount as useless or simply ignore it as a damaged tool?
Various responses should be considered as their reaction will leave an impression on the
Players and how they will treat the "Rider" in future.
173
Phobia (DoD) Threat Level 8
Max AP 11 Effect
[Action/4/Special] When this Maneuver starts counting with the
declared Count as 1, at the end of the 5th Count, if this part is not
Madness
damaged the effect will be activated. All dolls on the stage that
Wave
are not Broken Hearted gain 1 Madness point. This maneuver
cannot be declared unless the remaining Count is 5 or more.
Seed of [Action/2/0-1] Change any Fetter of target Doll to "Dependent".
Anxiety This fetter returns to normal after the battle.
Perception [Check/2/1-2] Hinder 2. Can be used multiple times in a Turn, but
Parts Confusion only once per Count.
[Auto/None/Self] Every Unarmed and Melee Attack which targets
Floater you receives a penalty of -1 to the Attack Check (if it is an Area
Attack, the penalty only applies to hitting you).
Brain [Auto/None/self] +2 Action Points.
Extra Brains [Auto/None/self] +2 Action Points.
Brain Slurry [Auto/None/self] None.
Brain Slurry [Auto/None/self] None.
It is said that ESP weapons which are capable of extreme mental attacks are often
undead, but there are sometimes living versions of these creatures.
Tactics: Although it lacks defensive performance Sisters who are aware of the Phobia's
Parts will want to destroy it as quickly as possible. If you place more than one, the threat
will rise significantly, and it is also effective to draw attention away from other dangerous
Pawns. If [Madness Wave] is activated even once it will have great effect. This effect can
be further strengthened by deploying multiple Phobias across different areas. The most
obvious enhancement is to increase it's Action Points. The higher the maximum Action
Points, the easier it is to activate [Madness Wave] and it can hurt the Sisters badly. If you
get a rapid maneuver like this, you will be able to use [Madness Wave]s right at the start of
the battle. This should be done during a more advanced session and the sisters are not in
real danger of madness. If you make these enhancements and they encounter newly
created Sisters, all your Sisters can swiftly become Broken Hearted.
Roleplay: An encounter with this huge floating brain should be a horrible situation for
Sisters who have seen mutant corpses and giant insects. Using human skin with a pink
sheen, tentacles that tense and squeeze and an enormous eyeball all made from human
parts, it is built is a strange monster that is completely unrelatable. More concerning,
Phobia is alive. It is a 'life' that is not undead. This will be even more awkward if the Dolls
discover this in the adventure phase. It's also a good idea to make a madness check when
discoveries like this are made. Think about damage to the exposed brain. Rupturing pus-
filled vacuoles or pinching the meat of the brain. The Phobia is a Pawn designed to harass
the Dolls, so it's not very good to call for a Madness Check in response to it's destruction.
When it is absolutely necessary, it is better to send a telepathic message from the human
who became the body of the Phobia to the Dolls, mixed in with the hideous distortion of a
demon.
174
Reanimator (DoD) Threat Level 16
Max AP 11 Effect
[Action/3/0] Melee Attack 2 + Dismember (enemies get -2 to the
Giant Scissors
Dismember Check).
[Auto/0/0-1] You can use this effect only when the target of your
attack has suffered at least 1 broken part from that attack.
Surgical Arm
Choose a Horror or a Savant within range. The target restores
two parts.
[Action/Special/Special] Choose one destroyed Horror and
remove it from the stage. Spend as much Action Points as the
Forced Restart
Threat Level of the Horror. Same Horror as the removed is placed
as a reinforcement. Place it in the same or adjacent area as you.
Automatic
[Auto/None/Self] Immune to "Dismember" effects.
Reconnection
[Damage/1/Self] Defend 1. You may use this Skill any number of
Regeneration
times per Turn, but only once per Attack.
Immovable [Auto/None/self] Immune to "Stagger" and "Move" effects.
Parts
Robotic Arm [Check/1/0] Support 2 or Hinder 2.
Biomechanical
[Action/3/Self] Move 1. Ignore "Hinder Move" effects.
Limbs
Brains [Auto/0/Self] +2 Action Points.
Enhanced
[Auto/0/Self] +1 Action Points.
Reactor
Neural Reflex [Auto/0/Self] +1 Action Points.
Adrenaline [Auto/0/Self] +1 Action Points.
Combination
[Auto/0/Self] None.
Joint
Combination
[Auto/0/Self] None.
Joint
Combination
[Auto/0/Self] None.
Joint
A semi-mechanical undead that reanimates destroyed undead. Often assistants to
Necromancers.
Tactics: The main part of the Reanimator is passive. It is to recover other damaged
Pawns. For this reason, it is necessary to prepare Pawns with Parts that can cause
damage. Bulbheads, Scarecrows and Marionettes are good choices. It is enough
advantage to solidify the front line and make good repairs. Hiruko and Drug Eaters may be
placed as escorts. Although it costs a lot of Threat, it works well with other Pawns in battle.
Depending on the selection of other Pawns, you may want to add parts similar to [Forced
Restart] like [Repair Device] and [Intimate Connection]. However, a situation where
defeated Pawns are constantly being restored one after the other will be stressful for the
Players. Be careful not to overdo it.
175
Roleplay: At first glance, the Reanimator is a mix of machine and mutated creature.
Sisters may be mistaken to be part of a factory facility or some horrible project. In addition,
the machine-like Reanimator can ignore conventional appearances and settings, change
the names, etc and grant it a personality. It can also serve as a short campaign
necromancer. For Necromancers who are not good at data creation, Reanimator could be
used. For the texture, imagine a centipede made out of metal. A body consisting of
multiple joints and long metal arms is designed to allow easy disassembly of these joints.
The split joint is easily reattached by the Reanimator's mucus membrane and magnetic
force and begins to move. Unless the sisters have been very precise in it's destruction, the
Reanimator can recover itself from a completely dismantled state. If you plan to re-appear,
have it collapse, then attack instantly after the battle ends or have it withdraw to plot
revenge.
176
Pyromaniac (GoS) Threat Level 5
Max AP 9 Effect
Flamethrower [Action/2/0-1] Shooting Attack 1 + Explosive + Chain 1.
Bone [Action/3/Self] Move 1.
[Check/1/Self] Support 2. Can only be used for Shooting and
Scope
Blast Attacks.
Parts Cyborg [Damage/0/Self] Defend 2.
Brain [Auto/None/Self] +2 Action Points.
Adrenaline [Auto/None/Self] +1 Action Points.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
A military undead that burns away enemies and unwanted things with it’s large
flamethrower.
Tactics: The regular battle will see the Pyromaniac placed in "Hades" and then use
[Flamethrower] and [Scope] to destroy the Dolls. [Flamethower] is very effective if
supported, so it is good to place a Pawn who can "Support" the Pyromaniac. It is also
important to place a defensive Pawn as well, as it could be destroyed before it can attack.
If you divide the area and arrange suitable support and defence, it can play a very active
part in battle.
Roleplay: Of course their weapons leave fires behind. There are many foes who leave
behind bullet holes and acid, but the Pyromaniac leave behind ashes, flames and
scorchmarks. It's possible to make forests and buildings become infernos.
In addition, a scene where the Dolls discover those who have been defeated and reduced
to cinders is possible to trigger madness. Especially for the survivors and other Sisters
who were attracted by a bonfire, not realizing it was a pyre for others like themselves...
177
Scarecrow (GoS) Threat Level 8
Max AP 9 Effect
Impaling Spear[Action/3/0] Unarmed 3.
Song of Woe [Action/3/Self] Move 1.
Lunge [Check/1/Self] Support 2.
Shock [Damage/0/0-1] Negate the effects of an attack.
Death Dance [Damage/0/Self] Defend 1.
[Auto/None/Self] Every Unarmed and Melee Attack which targets
Floater you receives a penalty of -1 to the Attack Check (if it is an Area
Attack, the penalty only applies to hitting you.)
Parts
Air Blast [Rapid/0/0] Move 1. Cannot be used on Self.
Automatic
Execution [Auto/None/Self] +2 Action Points.
Orders
Strange
[Auto/None/Self] +1 Action Points.
Movements
Girls’ Corpse [Auto/0/Self] None.
Girls’ Corpse [Auto/0/Self] None.
Executed Dolls impaled upon a spear spray gases from their corpses as they guide the
floating spear they hang upon.
Tactics: Although it is a Pawn with an emphasis on being eerie, clever use of [Air Blast] is
useful in battle. Various applications may be considered, such as disabling a Dolls Range
0 attack and then moving that Doll to an area where there are no enemies. Since it's attack
power is also weak, it should act to disrupt the Sisters flow of battle. If you are going to be
destroyed by an "Area" attack, play it out anyway.
Roleplay: The appearance of these things with multiple Dolls and Savants impaled on
them should be a Madness Check as soon as they appear. Even more so if the Dolls
recognize anyone upon the skewers. Alternatively, it can be used as a trap. Spears that fall
from the sky. It's not the Sisters who are pierced by them, but the friendly undead and
humans who were talking to them...they immediately begin to swell up and start
screaming. Laughter abruptly turning to screams is fearful.
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Ripper (GoS) Threat Level 12
Max AP 12 Effect
Ripper Claw [Action/3/0] Melee Attack 3 + Chain 2.
Jaw [Action/2/0] Unarmed Attack 1
Bone [Action/3/Self] Move 1.
Shoulder [Action/4/Self] Move 1.
[Auto/None/Self] Increase the Range of your Unarmed and Melee
Long Arms
Attacks by +1.
[Auto/See Effect/Self] Damage one of your basic parts. During an
Berserker
Attack or Dismemberment roll, you may reroll if you wish.
[Auto/None/Self] During the Battle Phase, once for each Check,
Parts Skinny
you may negate 1 Hinder attempt against it.
High Speed
[Auto/None/Self] +2 Action Points.
Processor
Brain [Auto/None/Self] +2 Action Points.
Heart [Auto/None/Self] +1 Action Points.
Eyes [Auto/None/Self] +1 Action Points.
Excess Flesh [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
A skeletal military undead with high speed and destructive power.
Tactics: A Horror specializing in attacks and has devastating combat power. If you destroy
the basic parts of yourself with [Berserker] the attack checks should almost always be
successful. Make the "Chain" attacks successful as well to pile on the damage. Because of
[Skinny] you should almost never suffer a "Hinder" effect from Dolls. You can place it in
"Hades" and take advantage of [Long Arms]. Use all of the Action Points for attacking.
Leave "Hinder" and "Defend" options for other Pawns to take care of.
Roleplay: This Horror is the size of a human being, regardless of it's strength. Since the
parts are so well modified, it can appear almost silently. It can be effective to make it
appear from an ambush or even approach in disguise. A Doll who thinks she has found a
fellow survivor will suddenly be attacked by countless blades and arms, prompting a
Madness Check before the battle.
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Sacrifice (tGD) Threat Level 4
Max AP 6 Effect
[Damage/0/0-1] When the target takes damage, you may take
that damage in her place. You may use this Skill any number of
Protect
times per Turn. However, this cannot be used against the damage
caused by the "Area" attack effect.
[Action/2/0-1] Cannot be used on Dolls already in a state of
Heartbreak
Madness. Spirit Attack 1.
Jaw [Action/2/0] Unarmed Attack 1.
Parts
Fist [Action/2/0] Unarmed Attack 1.
Albino [Check/1/0-1] Support 1.
Bloodstained [Check/1/0-1] Hinder 1.
Bone [Action/3/Self] Move 1.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
A bizarre undead built as a wall to protect it’s master using maternal instinct. It will stand in
front of those who attack the master.
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Corpse Frame (tGD) Threat Level 6
Max AP 9 Effect
Laser [Action/3/0-3] Shooting Attack 1 + Dismember.
Claw [Action/2/0] Unarmed Attack 1.
Metal Legs [Action/3/Self] Move 1.
Bolt Head [Check/1/Self] Support 2.
Strong Armour [Damage/1/Self] Defend 2.
Parts [Auto/None/Self] When you declare an Attack Maneuver, you may
declare the use of this Part to increase the damage by 1.
Fierce Organs
However, the “Dismember”, “Explosive”, “Chain Attack” and “Area
Attack” properties are all lost.
Brain [Auto/None/Self] +2 Action Points.
Bio Drive [Auto/None/Self] +1 Action Points.
Entrails [Auto/None/Self] None.
A walking machine with a slime computer inside. The appearance can differ in many ways,
often seeing the body of a Savant or part of a Doll attached to it.
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Savants
Nemesis Threat Level 9
Max AP 11 Effect
Brain [Auto/0/Self] +2 Action Points.
Eyes [Auto/0/Self] +1 Action Points.
Jaw [Action/2/0] Unarmed Attack 1.
Head
Kung Fu [Auto/None/Self] +1 Action Points.
Command The
[Check/0/0-1] Support 2. Cannot be used on yourself.
Dead
Fist [Action/2/0] Unarmed Attack 1.
Shoulder [Action/4/Self] Move 1.
Arms
Butcher Knife [Action/3/0-1] Melee Attack 2, Chain 1.
Forearm [Check/1/0] Support 1.
[Action/1/Self] One Maneuver you use on the next Count during
Spine
this Turn has it's Cost reduced by 1.
[Damage/0/0-1] When the target takes damage, you may take
Protect that damage in their place. You may use this skill any number of
Torso
times per Turn.
Heart [Auto/0/self] +1 Action Points.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Bone [Action/3/self] Move 1.
Legs Bone [Action/3/self] Move 1.
Foot [Check/1/0] Hinder 1.
Has a normal appearance and hidden combat skills. A Savant for multi-purpose combat.
Tactics: They have a certain amount of firepower but they are more supportive. It would
be good to mainly have them support other undead with [Command the Dead]. It's also
recommended to have them appear with Valkyrie, Chimera or have multiple Nemesis'.
Please pay attention to the Action points as they are often forgotten. If the Action Points
reach 0, it cannot do anything. Don't be impatient and use [Bone] at the end of the Turn.
Roleplay: During conversation, most of these girls will be cold and taciturn girl soldiers. If
you can sell them as a being with a self with only small gestures and few words, that
would be optimal. We also suggest to give a little attention their looks and clothing. Ninja
or student fashion should be nice.
As for the setting, you could have them be Dolls that were told they would gain freedom if
they defeated the sisters. She will become a difficult foe to face for them as she fights
desperately for her freedom.
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Chimera Threat Level 10
Max AP 11 Effect
Brain [Auto/0/self] +2 Action Points.
Eyes [Auto/0/self] +1 Action Points.
Head
A Monster [Auto/0/Self] +1 to hit with all Attack Checks.
Barb [Action/2/0] Unarmed Damage 1.
Claw [Action/2/0] Unarmed Attack 2.
Superhuman
[Auto/0/self] +1 to Melee and Unarmed Damage.
Strength
Arms
[Rapid/0/self] You may perform one Action maneuver of your
Extra Arms
choice as if it's timing were "Rapid".
Forearm [Check/1/0] Support 1.
Membrane [Damage/0/self] Defend 2.
Heart [Auto/0/self] +1 Action Points.
Torso
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Clinging [Action/3/self] Move 1. Immune to Movement Hinder effects.
Poison Sting [Action/3/0] Unarmed attack 3.
Legs Foot [Check/1/0] Hinder 1.
Immovable [Auto/0/Self] Immune to Move and Stagger effects.
Tail [Auto/0/Self] +1 Action Points.
An alien Savant with great strength. A front-line fighter.
Tactics: Powerful as an attacking Savant on the front line. [A Monster] and [Superhuman
Strength] give her tremendous offensive potential. Interruption by [Extra Arms] is also a
threat. However, her defense and durability are not so high. Because of her high attack
power she will often be the target of the Sisters from the start of the battle. If you want to
keep her active enough, we recommend having a Pawn in play that has [Protect] and is
good with Hinders.
Roleplay: Show off the appearances and gestures that make the most use of her strange
body. It is impressive for her to appear on the ceiling or wall, to lick herself with her long
tongue or to even harm herself when angry. If the Sisters mostly have a human
appearance, she may be critical or envious of the humanity she once had.
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Valkyrie Threat Level 10
Max AP 14 Effect
Scope [Auto/0/self] Support 2. Only for Ranged Attacks.
Limiter [Auto/0/self] +2 Action Points when broken.
Head
Eyes [Auto/0/Self] +1 Action Points.
Neural Reflex [Auto/0/Self] +1 Action Points.
Arms Forearm [Check/1/0] Support 1.
Laser Beam [Action/3/0-3] Range Attack 1 + Dismember.
Steel Bones [Damage/1/self] Defend 1 + Negate "Dismember".
[Rapid/1/Special] This can be used only during a Movement
Maneuver. If the Movement is successful, Unarmed Attack 3
Rush
against one target in either your current Area or the one you
Torso began the Movement in.
Artificial
[Auto/0/self] +2 Action Points.
Intelligence
Engine [Auto/0/self] +2 Action Points.
Booster [Auto/0/self] +1 Action Points.
Adrenaline [Auto/0/self] +1 Action Points.
[Auto/0/self] All unarmed and Melee attacks against you are at -1
Floater
to their Attack Check.
Legs Afterburner [Check/1/0] Hinder 1.
Hover [Action/2/self] Move 1-2.
Armor Plate [Auto/0/Self] None.
So many enhancements have taken place that the human is almost non-existent.
Mechanized flight Savant.
Tactics: She has 14 maximum Action Points. Consider tactics that will maximize the use
of her high Action Points. From the range of [Laser Beam], it is safe to place her in
"Tartarus". With [Scope] and [Forearm] it is possible to deal a powerful blow right from the
start of battle. It is also effective to place her in "Limbo" at the start of battle and hit the
back row with [Hover] and [Rush]. If you rattle the players, you will be able to grasp the
battle.
Roleplay: This girl, who has been halfway turned into a machine, often speaks inhuman
words and performs inhuman deeds even while having a sense of self.
These words and actions should not be played as her original nature, but as an
expression of emotions that were forced onto her. If done right, this should raise the
Sisters anger towards the Necromancer appropriately. Tears will be an especially effective
performance. When she sheds a single tear while saying heartless things in a fight, the
players will imagine any amount of drama in her past on their own.
184
Zombie Queen Threat Level 14
Max AP 13 Effect
Awakening of [Action/3/01] Reinforcement Zombies. Creates 1d10 zombie
the Dead legion or adds to an existing one.
Chosen
[Check/2/0] Hinder 2. Can be used more than once per Turn.
Head Beauty
Chosen Lips [Check/0/0-1] Support 2. Cannot be used on yourself.
Chosen Brain [Auto/0/self] +2 Action Points.
Chosen Eyes [Auto/0/self] +1 Action Points.
[Action/2/0-1] Reinforcement Butcher. Creates a Butcher and
Dead Fusion
reduces a Zombie Legion in range by 1d10.
[Action/3/0-1] Melee Attack 1+Dismember+Chain Attack (number
Puppet String
of zombies in target Area/10. Round down).
[Damage/1/self] Select a Legion in the area and subtract it by any
Arms number. Damage inflicted can be subtracted by the number of
Carrion Shield
sacrificed Legion. This effect can be used any number of times
per Turn.
Chosen Hand [Auto/0/self] +1 Action Points.
Chosen
[Auto/0/self] +1 Action Points.
Fingertip
Chosen Skin [Damage/1/self] Defend 2.
Chosen Heart [Auto/0/self] +1 Action Points.
Chosen
[Auto/0/self] +1 Action Points.
Skeleton
Torso
Chosen
[Auto/0/self] None.
Organs
Beautiful
[Auto/0/self] None.
Dress
Queen's Walk [Action/3/self] Move 1. Immune to movement hinder effects.
Chosen Leg [Check/1/0] Hinder 1.
[Rapid/1/self] Until the end of the Turn, every attack which targets
Legs you receives a penalty of -1 to the Attack Check. If it is an area
Waltz attack, the penalty only applies to hitting you. If this skill is used
multiple times during the same Turn, the penalty does not
increase.
A Savant who leads the Undead, who can also temporarily invoke the power of the
Necromancer.
Tactics: Often misunderstood due to her high Threat Level, she is not a strong Pawn
alone. In order to use her effectively a well designed arrangement is essential.
If you use her to create Legions, is it really ideal for her to be in "Hades"? She will need an
escort, such as Nemesis or another monster to place the Legion well. On the other hand, it
is a good idea to place her creations on the front line and use [Chosen Beauty] and [Waltz]
to protect them and herself.
185
Roleplay: She considers herself a chosen being and takes an arrogant attitude to her
sisters. The Necromancer should make her feel good, let her get carried away, feed her
pride, and bring forth hateful malice. Finally, upon her defeat, give her a pitiful ending. The
Necromancer should order her to blow up on the sisters and suicide, telling the Zombie
Queen he didn't expect her to make it from the beginning. Abandoned and bewildered, her
appearance will give the players various motivations.
186
Oracle (DoD) Threat Level 10
Max AP 14 Effect
[Rapid/3/Self] Roll the Dice. If the outcome is "1-2" you will be
Emergency moved to Tatartus. "3-4" to Hades. "5-6" to Limbo "7-8" to Elysium
Transfer "9-10" to Eden. Although this effect can be used many times per
turn, it can only be used once during the same count.
[Action/6/0-2] Select one target within range. At the end of the fifth
count after when the maneuver was declared, the effect is
Absolute
activated unless this part is damaged. Select six parts and
Distortion
damage them. If the Maneuver count is not equal to or more than
Head
5 it can not be declared.
Brain [Auto/0/Self] +2 Action Points.
Awakening
[Auto/0/Self] +2 Action Points.
Aura
Eyeball [Auto/0/Self] +1 Action Points.
Brainstem
Stimulation [Auto/0/Self] +1 Action Points.
Device
[Action/2/0-2] Select one part on the target. That part will be
Psychic Claw
damaged.
Arms
Thin Arm [Auto/0/Self] None.
Thin Arm [Auto/0/Self] None.
Perception [Check/2/1-2] Hinder 2. Can be used multiple times in a Turn, but
Confusion only once per Count.
Vector [Auto/0/Self] You may invalidate "Explosive" effect you received.
Deflection Damage you cause doubles when you make a critical miss in an
Torso Membrane Attack Check.
Heart [Auto/0/Self] +1 Action Points.
Neural Reflex [Auto/0/Self] +1 Action Points.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
[Auto/0/Self] All unarmed and Melee attacks against you are at -1
Floater to their Attack Check (if it is an Area Attack, the penalty only
Legs applies to hitting you).
Thin Leg [Auto/0/Self] None.
Thin Leg [Auto/0/Self] None.
A result of successful ESP research. Unfortunately, half of the Ego is completely uncontrollable.
Tactics: She is one who makes battles unpredictable (even for the Necromancer). When battles
seem to become familiar, she will work as an effective stimulus. [Absolute Distorton] and [Psychic
Claw] should give a sense of urgency. Since it is difficult to predict where she will end up, ally her
with Pawns who can hinder moves rather than try and escort her. Drug Eaters and Raffelsia are
ideal. Her actions will be left to the Necromancer, but do try to enjoy them.
If you want more stability, replace [Emergency Transfer] with [Hopper], give her [Synthetic
Reactivation] and place Pawns around her. Use Rapid timing to avoid attacks and activate
187
[Absolute Distortion]. You will put up a significant fight. You should use [Psychic Claw] to cut off
parts related to attacks and hindering and leave them to be attacked by other Pawns. If [Quadruple
Amputee] is used instead and [Absolute Distortion] is placed on the arms and legs locations, it is
possible to take multiple [Absolute Distortion]s and use them.
Roleplay: Oracle is at the very limit of a Savant's sanity. Her Ego is on the verge of collapse. Her
speech and behavior are delusions and conversation is almost impossible. ESP has destructive
impulses and causes unusual situations around her, such as floating debris and spreading rust. It
could also be fun to include her fragmented past and convey it telepathically to the Sisters. Will this
invoke sympathy and pity? Show a sense of her helplessness to this dreadful power.
As Oracle takes damage the debris floating around her will start to fall as if invisible strings holding
them up were cut. If [Floater] is broken, she will fall to the ground and writhe on the floor, unable to
even stand. Make sure to emphasize her powerlessness and the danger. If the true identity of
Oracle is someone the Dolls know, it's a good idea to let her, once destroyed, regain her sanity for
a moment. The last words that she speaks should capture the heart of a Doll.
188
Hiruko (GoS) Threat Level 6
Max AP 8 Effect
[Damage/0/0-1] If the damage received by the target is caused by
an Attack Maneuver, you may negate any number and
Meat Shield combination of effects other than damage of your choosing of an
attack (Area, Chain, Dismemberment, Explosive, Stagger, and
more specific effects are included).
Head [Action/1/Self] Regenerate a Basic Part of yours that was
Feast of Flesh
damaged.
Brain [Auto/None/Self] +2 Action Points.
[Auto/None/Special] When this part gets damaged, the PC that
Trauma Switch
damaged the part gains a Madness point.
Jaw [Action/2/0] Unarmed attack 1.
Implanted
[Action/2/0] Unarmed attack 1.
Hooks
Arms
Forearm [Check/1/0] Support 1.
Shoulder [Action/4/Self] Move 1.
[Damage/0/0-1] When the target takes damage, you may take
that damage in her place. You may use this Skill any number of
Protect
times per Turn. However, this cannot be used against the damage
caused by the "Area" attack effect.
[Auto/None/Self] When you take damage to your Arms or Legs,
you may divide that damage among all your Locations as you
Torso Quadruple
wish. This effect does not apply to damage with the "Explosive"
Amputee
effect. If you need to make a Dismemberment Check, choose one
Location to make it for.
Albino [Check/1/0-1] Support 1.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Legs Foot [Check/1/0-1] Hinder 1.
A type of Savant who blindly obeys the higher ranking beings and tries to protect them.
Tactics: A Savant that specializes in defence. [Protect], [Meat Shield] and [Feast of Flesh]
will work best to protect against attacks. If she takes damage, use [Feast of Flesh] to heal
herself.
Roleplay: This partially broken Savant without even eyes defending obviously evil
Savants or Necromancers in her sorry state will be enough to increase the Sisters'
motivation. The more irredeemably evil the defended side is, the more her devotion
becomes unreasonable and shines. Of course, there is sufficient meaning in her devotion
with its proper reason hidden. After having destroyed her, pointing the sisters towards
realising their own brutality is a good opportunity for the Necromancer to show off his
skills.
189
Creating Enemies
A few representative enemies have been shown.
However, by combining parts and skills in countless ways it's possible to make enemies
other than these.
When 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. At that time, the Necromancer
must construct new enemies.
Below are explained the rules for constructing new enemies.
Legions, Horrors, and Savants are all constructed in different ways, but have some
parts in common. This will be explained below.
Concept
Many of the Necromancers are not military personnel or tacticians, but distorted artists.
The original creations must have some kind of 'commitment' behind them. Rather than
seeking just 'Strength', if you put design quirks in it, the impression of their creator will be
engraved deeply into the hearts of the Players. There is no need to be entirely serious in
battle.
So when designing creations, Necromancer can change the name and appearance and
layout of existing parts and skills freely. If you change the name and effect, you can see
that the data looks like a completely unknown ability even when it is the same thing. An
exception is that if you change the part name, you cannot have the same thing. For
example, if a "Zombie" has the unique part "Leap" it cannot have "Biting Jaw" if these parts
are exactly the same in function. It is important to decide the 'name' of the creation. itself,
although it may be an individual name if it is a Savant, but still a generic name according to
ability. Think about it and the depth of the session will increase.
Choosing Parts
Adding Parts to an enemy to strengthen them will increase their Threat Level at a
specified rate. This rate is listed below.
One can also freely exchange parts from basic enemies for others or add new parts to
them. In this way, existing Undead can be strengthened or changed to create different
enemies.
Legions, Horrors and Savants all have further details to their method of creation as
explained later.
If an enemy you've created has a Threat Level ending in .5, don't drop the remainder.
Please adjust it to an integer by adding a part worth 0.5 or 1.5.
The Necromancer may remove base Savant and Horror parts, subtracting their Threat
Levels from the base Threat Level.
190
Part Rate Table
Threat Level 0.5 Jaw, Shoulder, Fist, Entrails
Eyeball, Forearm, Spine, Bone, Leg
Threat Level 1 Part equivalent to a Treasure
Tier 1~2 Reinforcement Parts (except as listed below)
Brain
Threat Level 1.5 Tier 3 Reinforcement Parts (except as listed below)
Class Skills (except Special Skills)
Enemy Exclusive Parts
Threat Level 2
Class Special Skills
Threat Level 3 Zombie Bomb (Tier 2 Enhancement)
• Warning: Attack Maneuvers that cause Area Attacks add 0.5 to the Threat Level.
This adjustment has already been made to Enemy Exclusive Parts.
• Warning: An Enemy cannot possess the same Part twice, with the exception of
Entrails (maximum 3) and Bones (maximum 2.)
• Warning: Legions and Horrors cannot acquire Parts whose effects relate to
Locations (such as Gauntlet and Quadruple Amputee.)
Parts Enemies Cannot Acquire
There are some Parts and Skills that are permitted to Dolls, but not Enemies. These are
listed below.
191
Creating Horrors
Horrors are the simplest type of enemy to create. A basic Horror has Threat Level 1,
and can have parts added to it or changed. It's also simple to remodel an existing Horror.
Below are the specifications of a basic Horror.
The listed Maximum Action Points take into account the Brain. Without the Brain, it has
only 6 Maximum Action Points. Be careful.
However, one cannot create a Horror with Threat Level 1. Horrors must have a
minimum of Threat Level 2.
192
Creating Savants
When you've settled on the story of your scenario to some extent, you'll have to create a
Savant. It's the role of the Savant to provide exposition 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 Savant twisted by madness. A basic Savant has Threat Level 2, and can have
parts added to her or changed. Below are the specifications of a basic Savant.
The listed Maximum Action Points take into account the Brain and Eyeballs. Without the
Brain and Eyeballs, she has only 6 Maximum Action Points. Be careful.
Unlike Dolls, Savants can have their Basic Parts moved to different locations. But, at the
time they're repositioned, one should consider whether to rename them. For example, the
Eyeballs could be be moved to the legs. Using different Parts with the same effect is fine
too.
Creating Legions
In conclusion, we do not recommend creation of Legions often. Even if you change the
name, parts name or description of an existing Legion, you should be able to create
enough variations. When you want a strong enemy it is better to create it as a Horror than
to strengthen Legions. The role of Legion is to strictly serve as fodder to strengthen the
pleasure of battle.
193
If you increase the number of extremely strong Legions and use them, the battle will
become boring. (Because there is no weakening them by dealing damage). There is a
Legion for each situation and Threat Level. Use them.
Let's make a new Legion. The following is the method of making a Legion. The basic is
"Zombie". There is no weaker Legion than "Zombies.". The other Legion is an
enhancement type of "Zombie" to the last. The basic Action Points is 8 instead of 6. To add
a part, you will need twice the normal Threat. However, all the parts that zombies initially
have are Threat Level 1 as usual.
Legions do not obtain parts, so you can increase Action Points by 1 by increasing threat
by 1.
Creating Necromancers
In the campaign's climax there will be a confrontation with the Necromancer. Some
Necromancers place themselves in battle, others will be easily defeated if their guardians
fall. Here we do not post concrete data of the Necromancer nor do we decide how to
create it. However the Necromancer who appears on battle himself should be a formidable
foe, full of power and madness. It may be a Horror or a Savant who has a threat level of at
least 20. It is completely arbitrary what kind of data it will have. Choose skills and parts
that are suitable for fully repaired Dolls to fight against and give them a serious battle.
You have created the Necromancer that is suitable for your incarnation. The
Necromancer can also be applied to regenerate itself and return to battle as a Savant
enemy can. However, as a result of sufficient excitement and drama, if it is defeated then
perhaps the Necromancer should be left destroyed. One recommended idea is that the
Necromancer is already destroyed and the world remains full of despair. There are lots of
Necromancers out there as well. Even to the extent that you have defeated your own
creator, the seed of despair will not go away so easily.
194
Threat Level 0.5 Parts
Gruesome Things (DoD)
Location Any Cost 2
Timing Check Range 0
Effect Hinder 1
195
Threat Level 1 Parts
Rend
Location Any Cost 2
Timing Action Range 0
Unarmed Attack 1 + Chain Attack (Number of Zombies in the same Area divided
Effect
by 10) (Round down).
Mob
Location Any Cost None
Timing Rapid Range 0
Effect Hinder Move 1.
Second Form
Location Any Cost None
Timing Auto Range Self
If this part is damaged, remove the character it was on from the stage and
replace it with another one, prepared ahead of time. It appears in the same Area
Effect
or an adjacent one, with the destroyed character's current Action Points minus 1.
It should have half again the Threat Level of the original character.
Flesh-eating Insects
Location Any Cost 2
Timing Action Range 0~1
Effect Reduce the numbers of one Legion by 5. Reinforce (Dobsonfly x1).
196
Threat Level 1.5 Parts
Simultaneous Fire
Location Any Cost 3
Timing Action Range 0~1
Ranged Attack 2 + Chain Attack (Number of Soldiers in the same Area divided by
Effect
10) (Round down).
Floater
Location Any Cost None
Timing Auto Range Self
Every Unarmed and Melee Attack which targets you receives a penalty of -1 to
Effect the Attack Check
(if it is an Area Attack, the penalty only applies to hitting you.)
Moan
Location Any Cost 3
Timing Action Range 0
Spirit Attack 1 + Chain Attack (Number of Nightmares in the same Area divided
Effect
by 10) (Round down).
Charge
Location Any Cost 1
Timing Rapid Range See Effect
This can be used only during a Movement Maneuver. If the Movement is
Effect successful, Unarmed Attack 3 against one target in either your current Area or
the one you began the Movement in.
Despoiler of Eden
Location Any Cost None
Timing Auto Range Self
During the Battle Phase, if you are moving in the direction towards Eden, the
Effect
Cost of your Movement Maneuver is decreased by -1 (minimum 0.)
Long Arms
Location Any Cost None
Timing Auto Range Self
Effect Increase the Range of your Unarmed and Melee Attacks by +1.
Long Legs
Location Any Cost None
Timing Auto Range Self
Effect Increase the Range of your Movement Maneuvers by +1.
197
Unite the Dead
Location Any Cost 2
Timing Action Range 0~1
Reinforcement (Butcher x1). Reduce the numbers of one Legion in the target
Effect
Area by 1d10.
Soul Pollution
Location Any Cost 3
Timing Action Range 0~1
Effect Spirit Attack 1.
Puppet Strings
Location Any Cost 3
Timing Action Range 0~1
Melee Attack 1 + Dismember + Chain Attack (Number of Zombies in the same
Effect
Area ÷ 10) (Round down).
Immovable
Location Any Cost None
Timing Auto Range Self
Effect During the Battle Phase, you may ignore all Movement and Stagger effects.
198
Seed of Anxiety (DoD)
Location Any Cost 2
Timing Action Range 0~1
Change any Fetter of the target Doll to “Dependent”. This fetter returns to
Effect
normal after the battle.
199
Emergency Transfer (DoD)
Location Any Cost 3
Timing Rapid Range Self
Roll the die. If the outcome is 1~2, you will be moved to Tartarus; 3~4 to Hades,
Effect 5~6 to Limbo, 7~8 to Elysium and 9~10 to Eden. This can be used multiple
times a turn, but only once per Count.
200
Threat Level 2 Parts
Tethered Body
Location Any Cost None
Timing Auto Range 0
During the Battle Phase, when a target you control uses a Movement Maneuver,
you and all other Necromancer-controlled characters in the same Area
Effect
automatically move to the same destination. (They do not pay the AP cost of this
movement.)
Shackles of Flesh
Location Any Cost None
Timing Auto Range 0
During the Battle Phase, all Necromancer-controlled characters in the same area
Effect
as you may ignore Movement and Stagger effects.
Carrion Shield
Location Any Cost 1
Timing Damage Range Self
Reduce the numbers of a Legion in the same Area as you by any amount.
Effect Prevent that much damage. You may use this Maneuver any number of times per
Turn.
Protective Gear
Location Any Cost None
Timing Auto Range Self
You and all other Necromancer-controlled characters are immune to Damage
Effect
from Area Attacks.
Song of Insanity
Location Any Cost 3
Timing Action Range 0
Spirit Attack 1+ Area. (This part without Area adds 0.5 Threat level. With Area,+2
Effect
threat level.)
Corpse Rampage
Location Any Cost 2
Timing Action Range 0-1
Effect Reinforcement (Ghoul X1). The legion in the targeted area loses 1 body.
201
Puppet Master (GoS)
Location Any Cost 2
Timing Action Range 0-2
You can use this skill on other pawns. The target for this Count has use 1 Action
Effect
Maneuver for 0 cost.
202
Guardian Instinct (DoD)
Location Any Cost None
Timing Auto Range See Effect
At the start of the Battle, select a Horror or Savant apart from yourself. This will
Effect become your “Lord” - if you are in the same Area as your Lord, you may change
the target of Maneuvers aimed at your Lord to yourself.
203
Threat Level 3 Parts
Synthetic Reactivation (DoD)
Location Any Cost See Effect
Timing Action Range 0~1
Choose one Horror with a threat level lower than yourself within range.
Effect Decrease your Action Points by the threat level of that Horror. All the Parts of
that Horror are repaired.
204
Threat Level 4 Parts
Super Perception (DoD)
Location Any Cost None
Timing Auto Range Self
Only 1 Pawn in the Battle may have this Part. You gain +1 to all Attack Checks
Effect
and are immune to the “Hinder”, “Stagger”, and “Move” effects.
205
Postmortem Experience (tGD)
Postmortem Experience is an optional addition to the expansion rules. It represents the
PL's journey after waking up undead, until it is written into the story and joins with the other
Sisters (a backstory before joining the group proper.)
This field is not only for Dolls that have already run several sessions, but also can be
used for newly created characters, which can also be used as a form of introduction if the
players agree. In this way, it is not just a group of Dolls who wake up somewhere, but they
have experiences before meeting each other.
Players are free to choose or fill in. If the player wants their Doll to be active before
encountering the other Dolls, you can use this table. Otherwise, if you only want to
awaken, then there is no need to use the table.
In the post-apocalypse world, if the Dolls are already awake before encountering each
other, they will probably have gained a lot of experience. Such a Doll may be sensible, or
locked in a paranoid frenzy. In any case, these are personal background stories that are
used to construct the Doll's thoughts and previous encounters. This kind of experience, the
Sisters may know, but can also be kept a secret from them.
This postmortem experience is not part of the memory fragment table and does not
provide an increase to the madness point cap. This experience reflects what the Doll has
encountered during their unlife.
After understanding this, please only write 1 postmortem experience.
Write only one. If a Doll has existed for a long time, after countless times of destruction
and rebirth, there must be all kinds of possible and different experiences. However, as
previously mentioned, too much experience becomes excessive and is bound to cause
bother. Of course, if you understand the risks and think you can deal with them, then do
so. Otherwise, it is advised to not let Dolls have multiple postmortem experiences.
If the Doll is a long-lasting character, it may indeed be in the position of various
experiences. It's not impossible to have opposing experiences that clash with what the
group is currently trying to do. Therefore, in the current group, please try to write the most
impressive, most urgent and most influential experience, the most desired goal that the
Doll will try to pursue, that way the group will understand the Doll's motivations better.
Since the postmortem experience represents the activities of the Dolls before the group
was formed, the Doll with postmortem experience must be stronger than a Doll who just
woke up. If the participants are all new characters, it is recommended that the Dolls with
postmortem experience be as many as one or two, so NC is more likely to control the
group.
206
events, times and even choosing to retain secrets, you'll be able to develop many
unexpected and interesting stories.
Again, the postmortem experience itself is a condition that could cause the Doll and
sisters to oppose each other. If in the group, such experience is unveiled, under the
permission of the NC other sisters can directly change their fetter towards the Doll. If it is
an experience that will result in conflict, be sure to keep it confidential between the NC and
the experienced Doll before exposing it.
It is not necessary to make a confrontation: when the sisters feel threatened, or the
experience is enough to exclude the Doll from normal relations, if there is no special
situation, the fetter is basically changed to "Hateful".
207
In this way, these postmortem experiences are not just pure background settings, but
they can also be intertwined with the plot. However, it should be noted that these should
respect the free will of the player and not be mandatory.
Of course, if the group has extra favor at the beginning, please be sure to explain this
clearly before starting.
208
You used to be obsessed with one of your past companions
and fell in love. You couldn't bear the pain of possible rejection,
11 Lost Love so you fled from them. For you, they are very important, but if
you see their faces again they will be sad, hateful and jealous.
In order to escape such feelings, you left the group.
There is a cruel fate in store for the girl who is still sleeping.
12 Sleeping Princess Before she woke up, she was always guarded and protected.
As time passed, she opened her eyes to terrible reality.
After a fierce battle, all of your sisters were killed and only you
barely survived. The body parts your sisters left behind allowed
13 More Than One
you to stand and move forward. Your body is no longer purely
your own.
You have spent a short period of time with your necromancer,
being loved, defiled, hurt and ultimately abandoned. Hate, Hate!
14 Love/Hate
Hate! Hate! even so, you still love your creator, even if you are
full of hate, you still love them.
You had a role to be shown off to other undead. You pleaded to
be killed many times, and were destroyed and returned to life.
15 Show Off
Darkness seeps in your thoughts. Now that you have been
thrown away, you are full of emptiness and a grudge.
You don't know how long you have spent alone in this ruined
world. You have traveled through many places and thanks to
16 Wanderer this, you have gained a good deal of knowledge about the
world. Just when you are about to set off again, you encounter
the other sisters. You can only say that you are lucky.
The necromancer aimed to create a great warrior. The warrior
of the undead area. It should have been without hate or anger.
17 Arena Destruction purely for destruction's sake. But your feelings were
suppressed. When you encounter the sisters, the flowers of
emotion once again bloom.
The world is too cruel and you drowned in madness. But then
18 Madness you wake up again and there are strangers before you. Sisters?
But back then, what did you do?
You were too scared. You remained in hiding. Do nothing. Just
hide. How long has passed? A few days? Weeks? Months?
19 The Choice
Years? Finally, when you were able to summon up the willpower
to drive yourself out, you escaped and met your sisters.
Was it on the coast or the riverside? You were floating upon the
water like junk and washed up on the shore. You don't have
20 Drifting memories of the past, you don't know where you are coming
from. You don't know who you are. Stand up and walk onwards,
use the legs that are now dead.
209
You were an undead that was used as a companion. In a
hidden sanctuary, you were accompanied and loved by a living
21 Pet Doll
human being. When they eventually died, you had to leave
behind the home that was now their grave.
Everything you learned was taught through a whip. There are
many things you don't want to know or do. No matter who or
22 Slave
what though, as long as you can be free, you will certainly
remember the taste of this experience.
Your job is to repair the dead and to help the sleeping savants
repair. Although you do not know how to make them, you can
23 Dead Management
repair them well. Sewing and fixing them back together.
Although, no matter who you spoke to, there was no response.
"I'm still alive." In order to survive, no matter what you look like,
it doesn't matter, fight for life, fight and survive. But when you
Self Proclaimed
24 realized it, you were already dead. This is the body of a dead
Survivor
person. When you were fearful from this understanding, you
met your sisters.
It was just a small argument, but you were out of your mind and
you left your sisters. Wandering around like this, you would be
25 Dispute
sure to get lost. Just as an idea emerges, you met the current
group of sisters.
You traveled with a dog. A real dog of flesh and blood. In this
cruel world, it didn't take too long for the dog to die. It didn't
26 True Friends
resurrect either. You looked at it's corpse until it crumbled to
dust.
Vague memories. Even though you have been moving for so
long, your memory is empty. You were moving around with a
27 Time Lost Self firm purpose with the rest of the legion. Abruptly, your sense of
self and fragments of life were rekindled. You see your sisters
infront of you. Is this fated?
It was a happy time. You fled into a shelter. The people around
you were kind and gentle, treating you like their own child. Until
28 Ignorant Happiness
they were all dead, they did not know that you were actually
undead.
You were built for labor and had a strong regeneration ability.
When the food supply plant broke down at the shelter, you were
29 Meat Animal restrained and chopped up, little by little, and made into food.
Pain, anger, curses. In time, they were all dead and you
eventually escaped.
Humans are not kind. The undead with a soul approached
them..but were driven off by thrown stones and weapons. It is
30 Harsh Treatment
absurd, but you never forgot this treatment and you don't want
to leave the warmth of your sisters.
210
You both lived together. It was the last experience for the
human. They were anxious about up even up to the end. You
31 Living Companion
were at a loss for a while, but in order to find the end, you
started the journey.
Always, always writing words. Record all the memories that
have disappeared. Save all the texts you can. However,
32 Secretary
because of an unknown fire, the buildings are now gone. The
books written, gone. Ashes. Everything is gone.
You and your sister challenged the necromancer and lost.
Somehow, you were able to escape alone. As you fled, they
Fleeing From the were disgusted with your helplessness and cowardice. You
33
Enemy spent days shivering upon the edge of madness. You meet the
present group of sisters, but the memory of abandoning your
original group still haunts you.
The people in the shelters were vile. They took out their stress
upon you, sneering as the tears fell from your face. They broke
34 Abuse Toy
your body and mind, then repaired you every time they broke
you. Eventually, you caught a chance and slaughtered them all.
You awoke within a sealed coffin. Scratching your way out of
the soil, you emerged from the ground. The world has been
35 Buried
destroyed. You think about why you are awake as you take your
steps into this ruined world.
There is an important device. It was your mission to protect it.
When the day came for it to be activated, it had stopped
36 Repair
working. Techniques and materials are needed to fix it. You step
outside, seeking the means to repair this device.
It was only by chance that a relationship went bad and
something in your past was destroyed. Fearing the blame that
would come after a possible repair, you fled from the broken
37 Sister Killer
sisters. Although you were lucky enough to meet this new group
of sisters, the faces of your old sisters still flash in your mind
from time to time.
They're protected, sheltered and hidden by other sisters. ..then
you were the only one to escape from the terror that followed.
38 Go Back
You vowed to go back and save them, even now, you don't
think they're still ok..but maybe..
You don't know how long you have been awake. Twisted and
frantic nature. Lapping up water and feeding on monsters.
39 Wild One
Almost forgotten the human language.. living like a beast. The
sisters are your first encounter with people in a long time.
Driving in the wilderness. On an unmanned transporter. A body
fell from it. The body woke up and your memories rushed back
40 Scattered Goods
into it's mind. You ran to catch up, but the vehicle disappeared
into the distance.
211
In order to complete the things that the necromancer wants to
41 Trial Works make, you were created as a test work. You did not perform to
expectations and were swiftly abandoned.
The world is destroyed by war. You need to rise up and seek
strength. If you don't have power, you cannot protect anything
42 Stronger
and you cannot get anything. This is the memory that you cling
to, even as you meet your sisters.
You don't know. You don't understand. There was a person who
raised you from the dead. Was it the necromancer? You learned
43 Foster Relatives
things from that person. But, that person is now gone. Now you
only have your sisters.
The place where you woke up is where dead bodies are piled
up like hills. Just look at yourself and you'll realize you're one of
44 Morgue
those bodies. Corpses, corpses, corpses! You fled, right into the
arms of your sisters.
You opened your eyes in the small room. You're not hungry and
you don't want to sleep. Because you are so used to being
45 One Person Game lonely, you don't care. Even in this cage, it doesn't mean that
the game can't be finished. Until you met the children whom
you call your sisters..
You feel that you are not real. The world is grey and this is all a
dream. Like reading a picture book drawn by someone else.
46 Monochrome World Therefore, your heart will not break, but will continue on in
shackles and sorrows. Then, when you meet the sisters, there's
color in the world for the first time.
While opening your eyes, the zombies are rushing in like a tide.
You had to escape, your body was torn. Painful. Terrible. And
47 Dead Hands
just as they were about to smash your head apart, your sisters
came to the rescue.
While opening your eyes, a monster appeared infront of you.
They waved their hands, screaming and begging for help. Then
you realized you were infront of your own reflection. You are
48 Monster
facing your own changes and your heart broke. If you didn't
meet your sisters, you wouldn't have been able to glue your
heart together again.
You woke up in a deep, deep cave. You scrambled to the top.
Underground No matter how many times you slipped and fell, you didn't give
49
Escape up. You were yearning for a world with light. When you finally
reached the top, you met your sisters.
You woke with another and called each other companions.
What separated you was not an argument, but an agreement.
50 Different Roads "We cannot continue on the same road." Today, it's not that
person who is beside you, but your sisters. Is there a chance to
meet your original companion again?
212
In the ruined towns, there are countless fragments and echos of
the mind and memory. You must guard this place. From the
51 Grave Guard
beginning of the war, you continue to protect the town and
destroy any foes that appear. Until your sisters approached..
Even now, the memory of that terrible event is nothing but a
broken piece. You lost everything, even after the memory was
52 Empty Shell sealed away. After a long, long period of time..your heart was
hollowed out, bit by bit, then you finally became mindless
undead. Then, in a blink of an eye, your sisters appeared..
It didn't take long for you to escape the shackles of the
necromancer. Although there is no memory of such, you had
more curiosity than normal people. In order to glean the hidden
53 Explorers
knowledge and mysteries of the world, this is a journey you
must undertake. If you can get help from others on the way, you
can only say that you are lucky.
Oh, nothing. There is no reason to act. Watch the world with a
cold eye. Every now and again, give yourself a little stimulation,
54 Doing Nothing
yet you tire of it so quickly. You are taken away by other girls,
maybe they can motivate you.
When you woke up, you were already exposed to a small part
of the world. When you realize you are alone, you escape into
Drowning in
55 the sweetness of your brain. If this is reality, you would rather
Delusion
not be there. Just close your eyes and sink into joy. When you
open your eyes again, your sisters are standing before you.
Repair broken machinery and write weathered books. You
repeat this work endlessly in a facility that has nobody else in it.
In order to escape the terrible reality of the outside world and
56 Weird Work
the uneasiness within your soul, you focus on your work.
However, the suspicions of others brought them to your
workplace.
A few years of being sane. A few years of madness. Years of
sanity. Years of madness. Comparing the madness of the
57 Mad Air waking moment, your madness seems to be endless. You know
you can't break free from such shackles. Until your sisters
appeared before you.
We're all probably dead. Among the ruins, there is only yourself.
Even if there is still things to find and do, you are probably just
58 Undead another undead. Holding such thoughts as you sway aimless
amongst the ruins. In line with the end of the world, you feel
that you are just one of the many waves of monstrous dead.
You fell from a very high place. You fell and tumbled and ...
When you come back to your senses, you're hit by shock.
59 Free Fall Where did you fall from? Did you kill yourself? Were you dead
when you fell? The sky that you find yourself looking up to is as
grey as lead.
You have already destroyed your necromancer. A lot of
sacrifices have been made..yet your story still spins on. The
60 True Sequel
next chapter is that of the girls who are trapped in this world.
You reach out to help them.
213
A distorted game. You watched your flesh being twisted by the
necromancer, you couldn't stand the horror of your changes
61 Ruled by Fear
and escaped. They laughed as you fled, yet there was no
anger. In the end, have you overcome that fear?
You were loved by the necromancer.. self centred love,
distorted love. As in fear of such emotions, you escaped from
62 Twisted Love
him. Did the necromancer find other toys, or does he still love
you?
When you woke up, you already had the knowledge, the
methods of operation and location of the terrorist weapon... you
were installed with everything to know about this weapon. Is it
63 World Ender
wrong, or is it a memory? As long as you can find that weapon,
you can use it. So you started looking for it, in order to destroy
the world that has already ended.
Whether the target is an abnormal savant or a monster that is
out of control, you will end the battle, because this is the
64 Corpse Hunter
mission from your necromancer. So, what if your target is an
abnormal necromancer? It is important to clean up.
Dressed up as a loyal savant. Surpassing your hatred of the
necromancer. Hiding your killing intent. Finally, you had a
65 Betrayal chance encounter. Blending in with the Dolls, the Necromancer
thinks you will betray them. That's right, but the one you will
betray in the end is him.
You don't remember what you were asked after you were
resurrected. In that situation, there's no need to return kindness
66 Freedom to the smiling guy who brought you back. Idiot. You don't want
to die again and this body will not perish so easily. So you
waved them away and moved to freedom.
You are a savant created to protect the Necromancer. However,
Dereliction of the necromancer you guarded was destroyed, or was it
67
Duty destroyed by your sisters? It's no use, you left the place and
started to wander.
As a guardian, you protected human beings, yet you are
puzzled. Humans are fragile, but if you hurt them you will lose
68 Blood and Meat
your life. Sad. You want them to continue on as you do. So you
eat chunks of their meat and let them live on inside you.
The necromancer has a unique and favored servant. That is
you. However, it is more like a lovable desire than a true
69 Darling
favorite. Such awkwardness is subject to the scorn and bullying
of other savants. In desperation, you escape.
You didn't want to die. You begged the necromancer to make
you immortal. He did and now he wants you to guard him in
70 Kindness
your new form. In order get those who are hostile to the
necromancer to change their minds, you join up with them.
214
You were a soldier in the army and loved by the soldiers as a
daughter. Although they are now all dead, their souls are always
71 Mascot
with you. This makes you have the courage to never back
down. You can push yourself onwards, they are supporting you.
So many replicas of your sleeping body were in this place. You
sensed the danger and fled the room in a panic, never wanting
72 Replica
to return. But sure enough..you are a copy of whoever you
really are. Are you?
You have a rival Savant. You kill each other many times.
Because of destruction and loneliness, your encounters with
73 Rivals them also refresh you. The necromancer seems to know this
and always keeps restoring them so that you will always meet
again.
You were loved by the necromancer and it was a true love. You
always responded to the necromancer with innocence and joy.
Greenhouse
74 However, when you realized what he had done, you could no
Flowers
longer stand being by his side. You couldn't listen to any
explanations, you had to escape. Now you have some regrets.
You are going to murder the necromancer, alongside your
sisters. Except for you, everyone else is dead. You can't forget
75 Revenge it. The murderer who disfigured everyone. Even if you are just
taking advantage of the girls who are with you now, you
absolutely must strike the necromancer from the world.
The flaws of a failed project are thrown into a garbage pit with
many parts. At that time, you were already insane. In order to
76 Self Reform
escape, in order to gain strength, you transformed your body
and became a deformed corpse.
You used to be a savant, but had a flaw in your mindset. You
betrayed your slave-like allies and escaped from the hands of
77 Incorrect
the necromancer. It seems that the necromancer still has some
grudge over this mistake. The chase is on.
You are a savant who accepts the love of the necromancer.
However, you do not know if it was an accident or intentional,
78 Exile
but your beautiful body was distorted then exiled. Holding
humiliation and anger, you meet the sisters of today.
You served the necromancer and were granted a wish. You
were granted freedom and sent far away. Meeting up with these
79 Wish
sisters, it seems that they will be the cure to the feelings of
loneliness you could never escape.
You are a faithful and capable servant. There was a small
mistake.. but it was a major mistake for you. You could not bear
80 Failure
the thought of the blame that the necromancer might project.
Mixed with shame and fear, you fled.
215
You were deeply loved by the necromancer and you also loved
81 Loved him. Even if you are abandoned, you will not change your mind.
Deep within your heart, the warmth he showed is preserved.
In the final war, you were the commander of of lower level
undead. All of your subordinates have been lost and only
82 Defeat minimal emergency repairs have been carried out. Lurking in a
jungle where countless mutants are spreading, until one day,
the change comes...
You are a savant who share the same ideals as the
necromancer. That ideal is beautiful, you serve him and help
83 Disillusion him. But in the end, he deviated from this path. In order to
achieve their ideal, their increasing madness and cruelty drove
you to abandon him.
Before the final war, you had your orders. Although the mission
was firmly in mind, it should have ended when you woke up.
84 Reserve Strength
But is it really over? You can't cancel the mission until you have
seen it through. So you set forth.
There is a good relationship between you and the necromancer.
But one day, he suddenly vanished without a trace. Although it
85 Left
could be betrayal, it should be done face to face. So you start
the journey of tracking him down.
You are a savant sent by a different necromancer as a gift and
86 Gift you enter the team of the Dolls. There is a fundamental
difference between you and the others.
After the final war, you continued to hunt and kill survivors. The
day finally came where there was no more work to do. You
87 Killers
meet the children who lived and died with you. They still don't
know your murderous past.
During the war of intense conflict, those who loved each other
will still live, die and sleep. This plan was to ensure that you
Bring Hope to the
88 would wake up in a peaceful world after the end of the war.
Future
When you wake up, the war has indeed ended. Along with
everything else.
You awaken within a hive of insects. After the initial panic, you
realize you could control those insects. But in the end, the nest
89 Queen's Nest
was invaded by other insects and destroyed. Even now, those
insects are still trying to protect you.
When you awoke as undead, you were used in ESP
Experimental experiments. When the study was over, you were freed. Within
90
Materials your body, remains some of the ESP ability produced from that
research.
216
You had perfect equipment and parts. Relying on these tools
and transformed yourself into one of the undead. However, your
parts and equipment have been lost. There is no further way to
91 Black Pursuit
carry out further transformations. It seems necessary for you to
snatch more resources from other Necromancers. In order to
gain more technology, you set out.
You are actually artificial intelligence. A system that controls the
operations of an undead factory. After experimenting with the
Artificial
92 ego dimension, a personality was created. Then , under
Intelligence
constant trial and error, you were able to transplant yourself into
a physical body.
You are sent to the sisters by the necromancer in order to
monitor them. You are not to let them die too fast, you are to
93 The Watchers
make them move their hands and feet. Your task is to be with
them and travel together.
You were competing with the other savants for the attention of
the necromancer… but you lost. You must drag down those
94 War of Women
thieving cats. You wander the wastes while sharpening your
claws.
You are an ESP researcher. You originally worked for a certain
necromancer, but working under such a being denies you
95 ESP Researcher
suitable research. So you start looking for a place where you
can work properly.
You love the necromancer, but it is easier to survive with the
group of girls who love and support each other. It is easier to
96 Blind Love
get along with them as a girl than as something else. So for the
sake of love, you walk with them.
You tire of of your kingdom. You abandon your identity of
Necromancer and begin to travel with Dolls who have not sunk
97 The Creator
into madness. Use them with your own hands and eyes to feel
the end of the world.
Lost and wandering, you were once a Necromancer. Do you
aim to snatch back what you have lost, or are you at peace?
98 Lost Creator
Are you masking your intentions, or do you respond to the love
your sisters give you?
You are a necromancer who seeks people important to you.
That person...even if it's just a shred of them, as long as you
99 Exploration
can get it, you can recreate their smile again. For this reason,
you cannot return to your kingdom of the dead.
You were one of the earliest forms of undead. Witnessed
firsthand the stupidity of humanity and the war that followed.
00 Before the End You gained strength you never asked for, yet have to hide away
from the world day after day, it all must be the same. Until, the
people who stir your heart appear...
217
Wake Up Location Table (tGD)
The wake up location table is used to assist in the start of the game.
The content of the script in the player's mind often depends on their first impression. For
the story, it is the scene and the atmosphere the Dolls first encounter. The scene of the
blood drenched operating room, the forest, the ruined city and the like are similar to the
style of this dead age.
Players who come into contact with different styles of opening will have corresponding
emotional feelings.
218
In the dimly lit room, there is a tank filled with fluid. The girls opened
their eyes inside the culture tank surrounded by cold light. As if
responding to their awakening, the lid of the culture tank opened.
Operating Worried and naked, the Dolls emerged, seeing clothing and
1
Room equipment laid out for them. After dressing, they start to look around...
and they noticed that there was a black and bloodstained operating
table and a medicine cabinet laden with numerous bottles. A dark
shadow falls across the stage the Dolls find themselves upon...
This place, where nothing is going on. This is where your eyes open.
You don't know why you are in this darkness. There are small
scurrying movements all around you. It seems they're avoiding your
attention. There is debris and waste scattered around. Hungry vermin
Abandoned
2 infesting this cave. As long as you look for it, you can see that the
Sewers
other girls are a reassuring sight which makes you want to rely upon
them. However, it is impossible to remain here. The vermin, pests and
beasts are already starting to gather. The growl of hungry jaws
skittering around and under your feet. Better leave soon.
A dark room where the sun does not shine into. Your body lies upon
the damp floor. You don't know where the water is coming from. There
are broken beds. The corner of the room is a toilet and a sink,
overflowing with waste. You don't know why you are here. Looking
3 Dungeon around the room, you can see iron railings that replace the doors. You
understand this gloomy situation and nearly fall into despair, but close
to the edge of your cage, you can see nearby cells, also filled with
prisoners. A girl? If you can talk to her, talk to them, you can break
through this problem.
Within the mansion that boasts beautiful decorations, the Dolls sleep.
As time went by, the mansion slowly fell into disrepair and decay.
Everything is rotting in the wreckage and the dust. Only the girls
remain young and beautiful. Even then, some parts of their bodies
4 House
have been changed or mutated. If they go outside like this, surely
there will be no more danger? Where is this? Beyond the doors,
corridors and stairs, waiting outside must surely be the same old
world..
Look at the well kept garden, in contrast to the decaying plants and
gloomy skies. However, as long as you look closely, you'll see that
everything is rotten and falling apart. Even if you touch something
gently, it will break. The girls wake up amongst the most beautiful
5 Garden
flowers in this garden. The flowers have no aroma. The grass is also
watery. These flowers are artificial flowers that can easily be
discovered by touching them with your hands. As if in reaction to the
awakening of the Dolls, these fake flowers start to bloom...
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The wide road is empty. At the crossroads, strange plants grow
through the cracked road surface and the girls wake up at the center
of the intersection. The city under the gloomy sky is no different than
any other ruin. Every window is broken. No matter if it's a street light,
6 City Streets
traffic light or even a signboard, none of them are intact. The city
seems to be a huge, empty shell of concrete and asphalt roads. No
one here, except the girls. What led to the city becoming such a
terrible, empty thing?
Feel the breath of life between the leaves and the wind. When their
eyes open, the girls do not see birds or squirrels..only monsters
snatched up by the trees or lying dead, scattered around. Extremely
dangerous and poisonous plants, eager to pluck up the girls who
7 Forest have been planted in the soil. Such a strange forest is like a different
world. What was this place? Every now and again, you can see ruins
and rubble peeking out from the soil, as well as artifacts from the
eradicated world. What is going on? Whether it's a plant or insect, it's
trying to devour the life of the girls. Where are the birds?
Cracks spread through the ground. Only a few large rocks cast their
shadows. There is evidence there was once a river here that only
forms when rain falls. In this barren land, the girls are blooming
flowers in the wilderness. Open your eyes, climb with your body, wipe
8 Wilderness off the dust and dirt. Try to look into the distance and look for the
shadows of what is left. Was a truck rolling away? A huge mountain
of the living dead? A twisted, flying ship? Or nothing in the distance.
Smoke rises in the horizon, in this wilderness dotted with dead wood.
You don't know what is going on, but you have to move forward.
The girls are woken by the shock of an impact. The boat the girls are
upon is stranded upon the shore. There are many metal wrecks and
pipes around the ship. Between the sand dunes, strange crabs are
digging and burrowing. Where did the boat come from? Was it to
9 Ship
escape? Or was it during your unlife? You can't think of anything.
Look to the ocean...it's cruelty is boundless. The sky is oppressive
and bleak. Dark clouds are coming, bringing with them the storm. It is
best to leave soon.
Suddenly, you come back to your senses. Your eyes slowly focus,
showing girls around with with the same expressions of unease and
concern. Then, at your feet, countless corpses. A slaughter. Your
mutated flesh, the weapons gripped in your hands, you not only know
10 Victory
how to use them, but its as if you have used them for a long time.
Your body is strange and mutated. Where are you? What happened
here? While trying to speak to the others, a hidden screen flickers up,
bringing with it applause and the voice of the observer..
220
SCENARIO 1:
Factory of the Dead
No. of Players 2-4 people
Estimated Time 2-3 hours
2 PC, 18 points
Total
3 PC, 27 points
Favor Gain
4 PC, 36 points
Summary
Dolls who woke up in a waste factory try to escape from it. There are bizarre tasks still
done by the dead. The Undead weapons operating at the factory attack the Dolls.
Caution: This Scenario is made for those playing Nechronica for the first time. If you
are Necromancer for the first time then you should make yourself familiar with the system
and the scenario. You could recommend the use of sample Dolls for Player as well. You
can start a session as soon as each player picks a Doll or has finished making it. However,
if you decide you want the development of the story to continue after this session, adjust it
so you can use "Memory Fragments" etc as future hints.
Adventure Phase
Karma: "Reach the source of mechanical sound."
Awakening in an underground warehouse.
The session begins with the awakening of the Dolls. Please read the following sentences
first.
You are woken by strange music that you can hear echoing along
with the strike of metal upon metal. This room is spacious, yet
sunk into darkness. Your eyes slowly come into focus... you cannot
remember who you are. Here, there are only girls with names and a
few memories in their heads. Here there are girls who are puzzled
just like you are. They are not reflections of you, but different
people.
Let the Dolls introduce themselves to each other before taking questions from the
Players. They'll wake up confused. There's nothing here to rely upon, only the Memory
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Fragments that they do not understand very well. However, by beginning to know each
other, talking and embracing each others emotions, they can create Fetters with each
other when they are done introducing themselves. Let each player decide how they
introduce themselves. Three points of Madness are added to every fetter and the story is
about to begin.
When are you done talking in this room, you realize there is
nothing here. You may have made friends, but the concern about
having little memories remains. Outside, the mechanical sounds and
strange music continue on, occasionally interrupted by a human
voice. There is only one iron door in this room that separates
you from that noise.
There is no key on this door and a turn of the knob is all it takes to open it. The wall and
ceiling of the room are thick concrete, there are no windows but there is a small ventilation
duct that is too small for even young Dolls to try and crawl through. If a Doll tries to
examine the room in detail, they can make an Action Check from their Memory Fragments
about the factory and the basement (+0 modifier to the Action Check). If successful, they
realize this is the basement within a factory.
Similarly, a Doll trying to examine sounds outside the room can be also be judged with
an Action Check using an auditory organ or a Memory Fragment relating to music (Modifier
+0 ) if it succeeds it seems that it seems to be a military song and that the man's shouting
voice echoes occasionally. If you leave the room, there is an ornamental corridor of
concrete, revealing the sound that seems to be heavy echoing large machines working
away.
Let's briefly explain the rule of Conversation Checks to Players by leaving the room. If
there was a Doll who had already played role-play worthy of conversation check at this
point, you can give appropriate modifications for that direction and recommend
Necromancer to make a Conversation Check. Necromancer should emphasize that there
are limited Madness points that can be reduced within the party and that it is done
voluntarily and declared and that opportunity should not be wasted. After that, until the
start of the battle part, Necromancer should proceed without making a Conversation
Check unless Player declares from Player unless Player seems to forget they need to
declare that they're making Conversation Checks. Whether or not something is
Conversation Check worthy, is up to the discretion of the NC.
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"Stabilize your centre! Do not break your focus!"
Let's make an Action Check for all the Dolls from Necromancer here. You can also use
auditory organs such as "Memory Fragment" or "Animal Ears" for music for Action Check.
(Modifier +0 ) If the Check is successful, the Dolls can realize that the voices and the
music are all being broadcast from a recording of sorts.
At the end of the corridor there is a large metal door. Broadcasts and machine sounds
are coming from behind this door. The door is not heavy but there is no key. A Doll's
muscle strength should be able to force open the door without difficulty.
Before that, however, there are obviously different doors than before. It is a "A damaged
door with a plate stamped with 'Factory Manager'. The damage is to much that the door is
likely to come off the hinges if you press it against it. There are a number of black stains on
the floor around the door. The door is forcibly pushed open and the twisted metal fittings
are scattered on the floor. The door itself is broken from the inside out, as if something
came out of the room. If the Dolls invesigate furthermore you can have them roll an Action
Check +0. If they have Memory fragments or 'Bloodbath' relating to blood, they may use it.
If they succeed, they can see that this black stain is a blood stain, that the door was
pushed open from the inside with tremendous power.
If they inspect the inside of the door that was destroyed, go to the section of "Factory
Manager's room." if they do not investigate, if they open the large door at the end, please
proceed to the "Factory" section.
223
On the floor guns are of a small caliber that cannot damage undead, but bullets are
included. Even if they shoot at Dolls, no damage is given. Even if the Dolls use it for hostile
undead or mutant, you will not do damage. Please emphasize this point to the Dolls by
NC. If you read the diary on the office desk, you need an Action Check to remember
difficult Characters and words (Modifier+0) If they have a Book treasure and Dolls with
memory about knowledge and school can make the Action Checks by using them.
Contents of the journal are clerical written contents such as "Winning against war" in the
first half "We are developing progressing weapons smoothly.". It seems that it was a huge
undead weapon named "Goliath" that was developed at this factory. In the diary, when it is
noted that the nuclear war has started, it will lead to the last page. The Contents of the last
page are as follows.
Dolls who read this diary to the end take a Madness Check. When telling the contents to
other Dolls, the same is true for them. You can earn "Final War 00" as a memory
fragment.
If you examine the desk, you can find a photograph in the drawer (NC can decide this
picture arbitrarily. You can decide this content the Doll that saw the picture first. The
content of the photograph is based on the obtained "Memory Fragments" It can be decided
at random by rolling on the "Memory Fragment Table", but Necromancer decides in
advance if there is a pledge about future development. It is a good idea to have this picture
taken only for the Doll who got a memorable piece.)
There are no factory chiefs or manager bodies to be found anywhere. If you examine
the room to every corner, you will find missing teeth and fingers. That's all there is to know
about this room. There are many other office supplies and documents, but there is nothing
like changing the situation even if it takes time to investigate.
Factory
If you open the heavy metal door, it is a dark factory covered with high ceilings. There is
a speaker there with shouting and commanding voices flowing out (with faintly muted
sound). The sounds of countless work machines are also heard. At this point, Karma
"Reaching source of mechanical sound" is completed.
This is the undead weapons manufacturing factory. Numerous people are working and
assembling something huge.
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The working people look terrible, their bodies are rotting, most of their hair has fallen off
and work clothes worn out...Zombies. They are working on what looks like a giant human
that is obviously being assembled. Height six meters is a corpse giant, 'Goliath'.
This sight is obscure for the Dolls who just woke up so they will need to make a
Madness Check. However, please be sure to give +2 adjustment to the Dolls who read the
diary in 'Factory Director's room' as those who did so are now forewarned of what could lie
ahead. Also, regardless of the judgment result so far, the Dolls can understand that the
music heard and the shouting voice are repeatedly broadcasting those who were recorded
in the past. Still, if there are Dolls that have not reduced their Madness by the number of
Memory Fragments, give them a chance to react to and discuss what they see before
them to make some Conversation Checks. Once they have settled down...
When the Dolls peep at the factory and look at the 'dead body giant' - 'Goliath'
assembled, the sudden alarm sirens will ring. The origin of the sound is close to the
Dolls...
It is a monster's weird undead guardian dog. Even if the Dolls try to keep watch, they
are already late and security guard zombies will have appeared. In addition, only one body
(2 for 4 Dolls) 'Goliath' which has been completed tears out of it's restraints and started
attacking! The adventure part is over and the battle part is started.
Battle Phase
Karma: There is no Karma for this battle.
Victory Condition: Destroy all of the NC's pawns upon the stage. Attacking is the top
priority, so it is essentially to completely demolish all enemies.
No. of
PCs 2 PC 3 PC 4PC
Area
Hound x1 Hound x3 Hound x2
Limbo
Zombie x10 Zombie x15 Zombie x20
Hades Soldier x5 Soldier x15 Soldier x10
Tartarus Goliath x1 Goliath x1 Goliath x2
Necromancer Tactics
These creations are weapons that were made far away and left untouched, and they do
not have what they call their judgement. So you can not target a weak Doll attacks will be
randomly given to the Doll within range.
225
Let's move Goliath to Limbo with [long legs] immediately when battle begins. And please
use [Long Arm] to attack the Dolls in Eden. If there is no Doll in Eden or Elysium, stop
moving in Hades and attack Limbo
Bascially, do not move zombies, you can concentrate their attacks on Limbo. Let Hound
move around the stage and attack Dolls in different areas. Soldiers should stay in Hades
and [Shoot] should be used but you may advance to Limbo to pressure the Dolls. (Beware
Area attacks in that case)
If all the pawns have been destroyed, battle is over. Reinforcements such as security
undead do not appear. What has appeared now is the total strength that guards this
factory. Please reduce the number of madness points for each Doll by the number of
Treasure from their Fetters. Also, do not forget to do so if a Doll is in a state of madness. If
they are over, start the end phase.
End Phase
Repair
If PCs win the battle, here are the parts that will be obtained. Please note that the parts
rewarded will vary depending on the number of Pcs.
Ending
Outside of this factory is the wilderness. As they climb up the rocky mountain, they can
see this wilderness field is built, artificial. The sky is cloudy and the lead clouds and cloudy
mist are making the prospect worse. Earth does not have a sense of life even if it is moist.
Little plant life grows. Because the distant sky is dyed a little red, you will see that it is
sunset now. It is a scene outside for the first time the Dolls have woken up.
226
Favor Gain
The basic favor gain is the numerical value (rounded down) obtained by dividing the
total Threat Point by the participating PC number. Furthemore, regarding the following two
karma please check.
"Gain Treasure"
"Reach the source of the music"
After achieving these, the Doll can obtain 2 favor points for every karma you achieved.
This session is over if you recived a favor point.
Arrange
If you use this scenario repeatedly after becoming familiar with Nechronica or other
Players, you may try arranging a little content. For Dolls who have made enough tactics,
you can create an enemy that has strengthened threat a little more, and you need to
change the installation as well. Maybe the Dolls met this factory on their journey, and
something else might happen. Especially, it would be nice to increase Memory Fragments
and Treasure. As an example of making the story deeper and increase the size such as
Madness Checks, one of the Dolls or everyone can be considered. At that time, the Doll
will get "Fake Memory" about father and "brother". If you start the campaign with this
scenario as a clue, we will arrange the Necromancer clues in the plant manager's room
and the battle factory. Why do Dolls wake up here? Just a little hint on that, the depth of
the session should increase.
227
Goliath Threat Level 12
Max AP 10 Effect
Monster
[Action/3/0] Unarmed Attack 3.
Hand
Bone [Action/3/Self] Move 1.
Hardness [Action/4/Self] Move 1.
Sensory
Control [Check/1/Self] Support 2.
Mask
[Damage/1/Self] Use this Maneuver only when you deal damage.
Spike
Add +2 to the damage for an Unarmed Attack.
Reinforced
[Damage/0/Self] Defend 2.
Parts Muscle
Bulk [Auto/0/Self] May negate [Move] and [Stagger].
[Auto/0/Self] Increase the Range of your Unarmed and Melee Attacks
Long Arm
by +1.
[Auto/0/Self] Increase the Range of your Movement Maneuvers by
Long Legs
+1.
Namiso [Auto/0/Self] +2 Action Points.
Adrenaline [Auto/0/Self] +1 Action Points.
Reflex [Auto/0/Self] +1 Action Points.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Entrails [Auto/0/Self] None.
Huge Military Undead. It seems to be further strengthened by external armor and
weapons.
228
SCENARIO 2: WELCOME PARTY
FROM BETH
No. of
2-4 people
Players
Estimated
2-3 hours
Time
Total 2 PC, 18 points
Favor 3 PC, 28 points
Gain 4 PC, 38 points
Summary
The Dolls who arrived at the coast will discover a big boat that has run aground. If they
explore it they will discover a strange place and a hermit's lair. Then, following the
invitation signs, an innocent girl with her sanity wears a big smile as the door opens to
reveal distorted, hideous flesh.
Caution: This is a slightly irregular scenario made for Necromancer and players who
have played Nechronica several times. The horror flavour is strong and there are many
opportunities to go insane in the scenario. Regarding battle, if you do not think much about
clearing conditions, you will be able to easily win. Since it is structured to take time to
explore adventure parts, please pay attention to time allocation. In addition, to enjoy this
scenario properly, a Doll with an Attack Maneuver with 'Dismember' effect is essential.
Although there are opportunities to get parts with 'Dismember' effect within the scenario, it
would be better for you to have a Doll with the ability to do so already. Also, the presence
or absence of "Area" attacks is an important key.
ADVENTURE PHASE
Karma: There is one Karma at the beginning of the Adventure Phase. "Read the
navigation diary and notes."
This Karma is for all the Dolls. If someone in the group reads the logbook in the
captain's room, the Karma will be fulfilled.
229
becomes visible. As you approach, you can watch the surfing waves
and the sandy beach.
There is various waste and plastic pieces. Oil film is visible
upon the surface of the sea. Among the mass of garbage and waste
upon the shore, mutant crabs and things walk…
If this is the first sight after waking up as a Doll, please make everyone roll a Madness
check (Modifier +1). There are grotesque creatures on the coast, but they are not a threat
to the Dolls. Please give the following explanation after giving a meeting to make a
conversation check about the ocean.
If you look toward the rocks you can see it. A big ship, you
could call it a luxurious cruise ship, entangled in seaweed idles
against the rocks. As if to invite you, a single rope ladder,
drooped and swollen hangs down the side of the hull. Once again,
that sound echoes loudly... the fog horn. Is there something in
there? You all clamber up the ladder with expectations for the
past and the future. You are all now on the deck.
If the Dolls have any questions about the ship, tell them that they cannot see any
blatantly dangerous situations in particular. There are no holes in the hull. The next part of
the session is going onto the deck. Do not give them the option of not going up onto the
deck.
There is no sign of anything moving on the deck, but from here the open ocean looks
clean... you can see the coastline is extremely dirty. Perhaps over the years drifting waste
washed up to the coast. The horizon is bluer than the sky above. The horizon which goes
far beyond gives hope to the Dolls.
While watching the view from the ship, have everyone make a Conversation check
(Modifier+1). Dolls who succeed a check here can be rewarded the "Blue Sky (01)",
"Water (37)", or "Coast (90)" Memory fragments. Each Doll may only earn one memory
fragment during this scene. From the deck you can proceed to the steering room, the
captain's room, or the ship's deck.
You can also look around while on the deck. The Necromancer should explain the
places to go. From here you can choose where the players go. Please move on to each
item according to the destination you choose.
Deck
It was a fleeting peace that the Dolls enjoyed on the deck as they saw the ocean that
soothed their hearts. Hanging near the stern they find a creepy corpse swaying with the
wind. The body is hanging from its neck, dripping and partly mummified. The corpse was
perfect, not undead. But, there are some unusual details. A bouquet of artificial flowers
made out of colored paper and cloth is placed under neath the corpse. Thick nails have
been stabbed into every corner of the corpse as well, pinning it in place. It is this scene
that makes you feel uneasy...
230
Perform a Madness Check (Modifier: +1) to all that Dolls who witness this. If a Doll sees
the corpse after reading the logbook and notebook in the Captain's Office, they may
instead make an alternative Madness Check (Modifier: -1).
If there is a Doll close enough to touch the corpse, they will see it's dead hand, which
should not move, do so, as if it was asking for help. It seems that the dead body actually
moved a bit! Only the Doll who sees this will make another Madness Check (Modifier: 0).
If a Doll actually touches the corpse, or frees the corpse from the rope, Countless fungi
will come out and escape, blowing away with the wind. To the Dolls, it seems that this
corpse was able to move like this due to the fungi.
If the Dolls wish to investigate, let them do an Action Check (Modifier: -1). However, you
may only make this check if you either have Memory Fragments about medicine or dead
bodies, or you have Reinforcement Parts that involve corpses (e.g. [Embalming]).
If successful, you can see the corpse belongs to an adult male that was originally
undead. It is not someone from the girls memories, but his clothes are tattered, and his
identity is left a mystery.
Even if the Dolls decide to leave the corpse, or throw it onto the sea, nothing special will
happen.
Steering Room
This room has a large window overlooking the coast from the top. When opening the
door, let all Sisters make an Action Check (Modifier: +0). There are no parts or Memory
Fragments that may be used to assist this check. If successful, they realize that someone
was up here a while ago. They may discover various signs of this. There are various hairs
on the floor, and several handprints left on the window, as if an entire crowd pressed
against them not too long ago.
However, the interior is in even worse disarray. There are a number of cords forcibly
screwed into the gaps of electronic equipment, with unreleased household electronic
appliances, such as a toaster and a pot, connected to each other in this mess of wires.
There is poured oil, a thermometer shoved into a gap of a machine, plasters on broken
machines, and bandages wrapped around them. Sisters do not have much knowledge
about machines, but it is obviously odd nonetheless.
After explaining the situation thus far, have all Dolls perform a Madness Check
(Modifier: +0) if they saw the room. They are allowed to use parts and memories related to
vision and machinery. Although possible to judge, the key detail they must know is that
almost all the machinery in the steering room has been completely destroyed. Only the
sound of the fog horn remains... this ship shall continue to float on the sea, and shall not
move.
Captain's Room
There is carpet laid in the room, and a chart hangs on the wall. There is an office desk
and a bookshelf. The interior was once disciplined and clean, but now this room became
ruined and messy. As if a lot of children went on a rampage, paint and crayons roll on the
floor, and there is even graffiti on the walls and the charts. The room is scrambled, and the
traces of myriad, sticky hands are everywhere. While the desks are bookshelves are not
231
broken, all the drawers have been turned over, its contents scattered on the floor. From the
bookshelf, most of the books that had their pages scribbled on are spread on the floor.
Everyone who sees this room may make an Action Check (Modifier: +0). Parts related
to vision may be used. A success will show that the handprints and footprints left in the
room are from different hands and feet. They notice that it is not only a mixture of children,
but women's handprints and footprints as well.
The majority of scattered items in the room are broken and scribbled on, and thus you
cannot get information from them. However, reading the messy navigation logbook is
possible.
There are several navigational journals with leather covers found, as well as dozens of
notes. The navigation logbook is full of esoteric expressions and professional words. If a
Doll reads the logbook, let them make an Action Check (Modifier: +0). You may use
memories that are related to reading, school, etc.. If successful, you can read the contents
of the logbook. The notebooks are miscellaneous. Some notes have been written by
children, put together in a little notebook labeled "My Diary" scrawled on the front.
Because it's written with little letters and simple words, any Doll can read this.
Please proceed to the next section. When reading these, the players must declare who
is reading them.
In the moment when the human race was destroyed, the captain,
who was a rich man, and an engineer abandoned the country with his
relatives and subordinates, and ran to the sea.
The name of the ship is 'Elizabeth': The name of the captain's
beloved daughter.
The captain was also a Necromancer, and acquired undead creation
skills.
When the full-on nuclear war started, the captain, who refused
to die, took care of himself and his daughter carefully, and
applied a simplified undead process to all the passengers.
However, the process was flawed. All the passengers, except for
the father and daughter, became a mindless zombie. The father was
weakened and half-paralyzed, and the daughter transformed into an
innocent monster with a powerful undead body with a young heart.
The father and daughter loved each other, but the ignorance of
Necromancy led to it's abuse. He tried to correct the mistake he
made. When all hope looked forlorn, he came to a different
solution to ensure the safety of his daughter.
232
The last entry in the diary: "Today, I felt my mind wandering. I
insisted upon the solution of using nails to Beth, and she became
upset. The nails stuck inside my body hurt; this body that cannot
die. If you are reading this Beth, do not regret what you have
done. Let me die. I love you."
The vast majority of navigational journals have material value, such as human history
records before the final war. But, who knows where the people are who find such value in
these things are in the present world? Sentences that clarify the situation of suffering from
radioactive contamination and extraordinary weather will stimulate the memory of the Doll
who read the diary. You may reward the Memory Fragment "Final War" (00) to the Doll that
received a madness point by reading the diary.
The notebook seems to be written by a little girl. The letters are written in colored
pencils, ballpoint pens, crayons, and various other things. Most of the notes seem to have
spelled the thoughtful girl's delusions and poetry. There are some impressive words,
however.
The last entry seems to have been written not too long ago. If you touch your fingers on
the page, the crayons smears onto your hands. The Doll who read the diary knows that
"Beth" is preparing to welcome the sisters at the Hall, which will be in the guest room.
Guest Room/Hall
If the sisters come here without reading either the navigator's diary or the notebook in
the Captain's Room, there is some paper stuck on the door to the room. On the paper,
crayons say "Stop! Please wait a little more!" It is written in very small letters. This door is
made of thick metal, and it locked even if you try to open it.
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If you try to force it open, you can hear someone! You can hear the voice of a young girl
in panic. "Just wait a little more! Just a little more work in here! I
want you to see it when it's ready!" Still, if you intend to break in, you need to
use a firearm. You may use a part with either the effects of "Ranged Attack" or "Blast
Attack", or be a Doll with the skill "Super Strength" using a part with "Unarmed Attack".
Make an Action Check (Modifier: -1). If successful, the door is broken, and the Dolls may
enter.
If the Dolls have read either or both the navigator's diary and the notebook in the
Captain's Room, they door is covered with a clumsy paper ribbon. The door is not locked.
Opening the door reveals a place reminiscent of the lobby of a luxurious hotel. Although
this is a Hall, the time when it looked gorgeous has long past. In place of the electric lights,
the chandelier is filled with innumerable flashlights, miscellaneous coloured paper and
Dolls hung as decorations. On the carpet, there are many tables with dishes on them.
They have colorful marbles, accessories, beads, toys... only miscellaneous, simple, and
silly things.
A crackle is heard, and music begins to play. The sound seems to be coming from a
record. The room is full of grumbling, the comfort of the old recording of the music, and...
"Welcome! Welcome! Beth is the host!"
There is a young girl in front of the Dolls who opened the doors. She is about six years
old. There is a bright smile on the young figure, but a myriad of corpses are randomly
connected to her lower body. The sight is too horrible and noxious to behold. Make every
Doll make a Madness Check (Modifier: -1). If the Dolls destroyed the door, they are taken
by surprise, and may make a Madness Check (Modifier: -2) instead.
"This is Elizabeth's party! Elizabeth is also the name of this
ship! Please call me Beth!"
Outside the reaction of the Dolls, Elizabeth (Beth) will introduce herself with a smile.
This does not change even if the Dolls are hostile. Even if you strike at her, Beth will keep
smiling. If the Dolls intend to attack Beth, proceed to the next section. If they talk, she
speaks like the example given below. Beth answers the questions clearly. While Beth
herself is ignorant because of her youth, she is not affected by insanity, and has no secrets
to hide.
Examples of things Beth might say
"Beth has not seen anyone for a long time!"
(To the Doll who broke down the door): "Don't break the door! You might
hurt your fingers!"
"How are you? Beth feels like Papa, preparing all this food for
everyone! Everyone! Beth can't wait to start! Don't miss
anything!"
"But, even if Beth dies properly... let's all wake up in Heaven
together!"
(When the lower body is pointed out): "Beth can't do anything about this,
but Beth is happy! We're happy! They're my friends! My family!
You're here with the Beths!"
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(If asked more about her body): "Is it funny for you? Beth is happy!
Beth likes laughing! Beth wants you to laugh too!"
"Okay! If you are adults, you can get your own drinks! Do you
want some? Beth can go to the kitchen again!"
(When asked about repairing the ship): "Ah? Well... why don't you steer?
What should Beth do?"
Beth Attacks
If you are going to talk as Beth for an extended period of time and start to fail, or the
players begin to get bored with the conversation, let everyone make an Action Check
(Modifier: +0). They may use visual parts, such as Extra Eyes.
If anyone fails this Check, they will damage a part of their choice. If successful, you can
see the countless corpses that make up Beth's lower body slowly crawl, and turn their
teeth and nails to attack the Dolls, tearing into those who failed the check.
"Everyone calm down! Stop!"
Beth hurriedly tries to hold down the dead, but they refuse to stop. The Doll who has the
memory from the Logbook must make an Action Check (Modifier: +0). If they succeed,
they can see that the corpses are aggravated by the presence of the sisters. Beth,
however, is confused and crying. The group of the dead will attack the intruders without
second thought, however. The battle may now start.
Battle Phase
Karma: Karma is announced at the start of the battle. “Cut Beth's legs off.”
This Karma is for all of the Dolls. If someone in the group succeeds in cutting off Beth's
legs off, it will be awarded to everyone.
Victory Condition: Destroy all of the Necromancer's pawns placed on the stage. The
top priority of the Necromancer is to attack. Additionally, some special measures occur
only for Beth. See the following details below.
No. of
PCs 2 PC 3 PC 4PC
Area
Limbo None None None
Beth Beth Beth
Zombie x20 Zombie x30 Zombie x30
Hades
Ghoul x2 Ghoul x3 Ghoul x5
Rafflesia x1 Rafflesia x2 Rafflesia x3
Tartarus None None None
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Necromancer Tactics
This battle's design is rather weak, and especially vulnerable to attacks with the "Area"
effect on them. If you have multiple Dolls with the "Area" effect, they will easily be able to
achieve the victory condition.
Beth is confused, and is trying to stop herself. She is still trying to welcome to Dolls, and
is attempting to hold down her body while they fight. She won't take any actions. She'll
apologize if the Dolls suffer damage from her attacks. Try and strongly express her
foolishness and pity in her words and deeds. However, regardless of her own will, her
body will try to destroy the Dolls. [Dead Queen], [Bound Body] and [Binding of Meat]
continues to work normally. [Bound Body] especially makes mobility under normal
circumstances. You must Move using Beth's Maneuvers. She will not attack, but it should
be enough for the Dolls to innocently approach. As she pulls herself slightly, the undead
start to move. As long as Beth continues to have the part [Bound Body], you can cross the
area many times and disrupt the Dolls. All it takes is a single pawn to move, and the entire
horde will move with her, since they are not individual beings, but extensions of Beth's
legs.
Let Zombies and Ghouls attack the Dolls within range. If you have a Doll that tries to
escape, do not hesitate to use the Zombie's [Mob] action.
Do not forget to nullify "Stagger" and "Move" by legs, even if you are not in Beth's
effective range. The Rafflesia will continue to attack the adjacent area using [Attack
Tentacles].
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End Phase
Repair
The amount of parts will vary depending on the number of participating PCs. If they win,
then the Dolls will gain the following repair options:
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The Scenario ends when Beth says so, and clasps the hands of the Dolls. If at this time
there was a Doll that did not gain a Memory Fragment in this session, they shall make a
Madness Check (Modifier: +1). The Doll that fails will acquire a Memory Fragment such as
"Smile" (08) or "Girl" (23). Proceed to the Favor Gain section.
Favor Gain
The basic favor gain is the numerical value, rounded down, obtained, divided by the
total Threat Level by the number of PL. Helping Beth does not decrease the total Threat
Level. In addition, please check about the following three Karmas:
"Acquire a Memory Fragment."
"Read the navigation diary and notes."
"Cut Beth's legs off."
After achieving those, the Doll can obtain 2 additional favor points for every Karma
achieved. If you gain a favor point, the session is over.
In addition, if you succeed in cutting Beth's legs, the Dolls can acquire fetters to Beth
with favor. This is the end of this session.
Beth as a Doll
If you are continuing this session as a campaign, you may want Beth to appear as a
Doll. In that case, in order to make battles easier, you may want to leave her out of battles
and not take part. However, in the case of a replay campaign, the Necromancer can also
play as a player using Beth. In that case, the recommended position is Alice, while the
recommended classes are Baroque and Romanesque. It is also recommended that her
fetters to the other Dolls is Admiration.
Arrange
If the Necromancer feels that it is hard to play Beth, you can change her appearance
and tone. You may even change her name. However, you should not change her childishly
innocent personality. It would be strange if she was wise and that she was not affected by
serious madness. Additionally, if she is mean, nobody will help her.
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Beth Threat Level 4
Max AP 10 Effect
Brain [Auto/None/Self] +2 Action Points
Head Eyes [Auto/None/Self] +1 Action Points
Jaw [Action/2/0] Unarmed attack 1
Shoulder [Action/4/Self] Move 1
Arms
Forearm [Check/1/0] Support 1
Spines [Auto/None/Self] +1 Action Points
Torso
Entangled [Auto/0/Self] None
Queen of the [Auto/0/Self] Any damage you take you can allocate to the pawns
Dead in the same area. (Apart from dismember attacks)
[Auto/None/Self] Whenever a Pawn moves, you and all other
Legs Bound Body
pieces in the same area move with it.
Restraint of
[Auto/0/0] All Pawns in the same area are immune to "Stagger"
Meat
A Savant born right after the destruction of the world upon the ship Elizabeth. She has
innumerable dozens of corpses fused with her.
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Icons
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