Dorf_Jumper

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Jan 31st, 2015
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  1. Nechronica
  2. The Long Long Sequel
  3.  
  4.  
  5. A world in which humanity has met its end.
  6. A world in which everyone has died.
  7. A world in which nothing more can die.
  8. In which naught stirs but walking corpses.
  9.  
  10.  
  11. The protagonists of Nechronica are the girls of this world unfortunate enough to possess hearts- the Dolls.
  12. To put it simply, it is a game in which the players become zombie girls and fight against other zombies.
  13. The one who caused the dead to wake- the ruler of this shattered world- is the Necromancer.
  14. The Necromancer serves as both the master of the game and the archenemy.
  15. For it could be none other than the Necromancer who gave hearts to the Dolls.
  16. For in a world filled with mindless puppets, the Dolls- they alone whom possess wills of their own- are no more than toys.
  17. For the tragic comedy wrought by the foes sent against them is a delightful spectacle.
  18. Since Dolls are already dead, they will find no rest when they are broken.
  19. The peace of death came to an end long ago, just as did the world itself.
  20. As we have a cup of tea, beneath these skies as gray as lead-
  21. let us tell the tale of this long, long epilogue.
  22.  
  23.  
  24.  
  25. +1000 CP to Get Through the Madness
  26.  
  27.  
  28.  
  29. Name and Age
  30. Dolls are all female for the most part, so it's not necessary to specify your gender.
  31. The dolls of old were made to resemble either girls or animals. Necromancers, too, make them in the shape of cute girls. Some of them may have been intended to be boys, but the difference in appearance between those and girls is a subtle one. In this world inhabited by only the dead, the Necromancers too wish to remember the comforts of childhood.
  32. 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 body that appears only six. The reverse is equally possible.
  33.  
  34. "Age" refers to the age you were when you died, and is usually between 8 and 17. If you're unsure, roll a d8 and add 7 to the result. This is the age of your doll.
  35.  
  36. Sisters
  37. 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.
  38. However, perhaps the true reason for it is merely to prolong the amusement that they bring.
  39.  
  40. Dolls' Memories
  41. 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. Each has a couple fragments of their memories they hold on to dearly. A blue sky, a kiss, mailing a letter, and standing in the rain are but a few ideas for memories.
  42. The Dolls also 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.
  43.  
  44.  
  45. Premonitions
  46. Dolls will reacquire their lost memories but they can carry only a vague suspicion of these memories will reveal to them. These "Premonitions" serve as a guide towards their former lives.
  47. Please select from the ten possibilities below.
  48. The Function of Premonitions
  49. Premonitions do not result in any constraint or effect under the rules. However take them into consideration when deciding upon the details of the Dolls' former lives.
  50. Premonition Table
  51. Catastrophe
  52. It's just as well you don't remember any more of that tragedy, malice, and betrayal. But, in order to understand what is happening right now, you have no choice but to...
  53. Despair
  54. It's possible your life then was worse than your unlife is now. Yet you must remember, so that you can take measures to never return to days like those...
  55. Trapped
  56. You suddenly remembered something, and it's as if it cast you into hell. What an unreasonable fate... yet if you grasp all of that unreasoning, perhaps you can prevail over it.
  57. Doll
  58. It is not under your own volition that you walk, weep, or reason. So long as you do not know your own past, it shall not be your own will that directs you.
  59. Sinner
  60. You wish to atone for a sin you have committed. It was a sin that can never be forgiven. But, unless you recover your memory, neither can you atone and move on.
  61. Loss
  62. Long ago, you lost something. It remains lost even now. It wasn't your life or your memory... it was something even more important than those.
  63. Seeker
  64. There is something you must have. Without it, there's no hope for you. How frustrating. Particularly that you can't remember what it was.
  65. Inversion
  66. The 'you' here now isn't the same as the 'you' that existed then. You have to remember who you were in the past. Only then can you return to the way you were.
  67. Hope
  68. You're sure you knew something incredible. A secret that could defeat the Necromancers and change the world. If somehow you were to regain that memory...
  69. Happiness
  70. The warmth of the sun. The joy of being loved. All those moments of contentment. Even if it's only within your heart, you want that happiness back.
  71.  
  72. Positions
  73. 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.
  74. From the six positions below, please select a Position appropriate for your Doll. You may base this upon your own personality.
  75.  
  76. Alice: Akin to people, akin to girls, their warmth inspires their sisters.
  77. Holic: Irregulars whose egotistical desires have driven them to madness.
  78. Automaton: Combat Dolls who have suppressed their selves in order to avoid suffering.
  79. Junk: Veteran Dolls who have given up countless things, yet refuse to let go of it all.
  80. Court: Tactical Dolls who analyze the situation calmly and make sound decisions.
  81. Sorority: Natural leaders who bring together their sisters' hearts and strength.
  82. Drop In: You are an anomaly in this world. Will you put it to rest or try to save it?
  83. Skills
  84. 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.
  85. You gain 1 Skill from your Position for Free, 2 from your Main Class for Free and 1 from your Sub Class for Free. You can't take the same Skill twice.
  86. 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.
  87.  
  88.  
  89. ALICE
  90.  
  91. There are some Dolls that are never able to get used to fighting.
  92. Though their lives have been ones of unending battle for countless days, countless years, the memory of tranquil times remains in their hearts.
  93. It is for this reason that they remain human even now.
  94. Skills
  95. Name:
  96. Maiden
  97. Your voice and demeanor have a calming quality. A simple conversation with you has the benefits of warding off Madness and even bringing people back to Sanity if only a little.
  98.  
  99. Name:
  100. Healing
  101. Your touch and presence does more good then a week of therapy. When aiding others, they can always get back to their feet more quickly and shake themselves out of any funk they are in.
  102.  
  103. Name:
  104. Undefeatable Heart
  105. No matter the hardships, no matter the trials or tribulations, you know deep down that you will make it through no matter what. Its now much harder for you to fall into despair and resist corrupting influences and madness more easily then others.
  106.  
  107. Name:
  108. Princess
  109. All your companions, friends and allies are rallied by your presence. Should you ever be injured, they will fight all the harder to protect you by pulling out inner reserves of strength they never knew they had.
  110.  
  111. Name:
  112. Angel of Eden
  113. The thick of battle isn't always the best place for you. You find it extremely easy to path the quickest route to safety from any battle or at least somewhere safer. You also find it easier to lead anyone following you to safety.
  114.  
  115. Effect:
  116. Prayer
  117. For some its just a bit of lip service. For you though, its a heart felt plea for help in saving those you care for deeply. Whether or not someone answers those prayers, those who your pray for that know you are trying to help find it easier to not give into Madness.
  118. Your prayers seem to have a warding effect against sanity loss as long as people are around to hear and or see you pray.
  119.  
  120. Effect:
  121. Warm Smile
  122. Even in the bleakest of times, you find it in yourself to be able to smile no matter what. It keeps a spark of hope burning within you are all times and with effort, you can kindle this spark in others.
  123. Your smile and presence can once a day bring person back from the depths of madness and give them hope.
  124. While this won't completely remove the effects of insanity and madness on someone, you can at least pull them back to something close to sane.
  125.  
  126.  
  127.  
  128.  
  129.  
  130. HOLIC
  131.  
  132. To have an ego is to embrace one's selfishness and desires.
  133. There are things that you want. Are those power? Love? Your past?
  134. If you find one of them, you'll want another.
  135. If you find ten, you'll want a hundred more.
  136. Even then, you won't be satisfied.
  137. Even then.
  138. Skills
  139. Name:
  140. Insane Swiftness
  141. Sanity is for the weak! No longer hindered by things like control and restraint, you find the closer you drift towards Madness the more destructive you become. Your mind teems with countless new ways to injure and destroy those around you and you can pick the best choices for the job.
  142.  
  143. Name:
  144. Impulse
  145. Control is for the weak. Giving yourself over to your Madness heightened instincts, you find your attacks are quicker and your movements swifter.
  146.  
  147. Effect:
  148. Carnage
  149. Some say violence never solved anything. You think they just weren't using enough.
  150. Whenever you use aggression or a violent action to solve the problem at hand, you find you have a much higher chance of success.
  151. Equally applies in combat and for things like percussive maintenance.
  152.  
  153. Name:
  154. Fury
  155. Just let the fury flow! Stop holding back and start wailing on someone! You now find your attacks deal more damage when attacking with abandon.
  156.  
  157. Name:
  158. Drawn to Tartarus
  159. When others are looking for safe paths of retreat or advancement, you are the one hurling yourself down cliff sides and into enemy gunfire. As long as it would bring you close to the fight, you gain a degree of mobility and spacial comprehension that can only be described as insane.
  160.  
  161. Name:
  162. Fall Into Hades
  163. When your life is about ruining someone else day, you get a sixth sense for these kinds of situations.
  164. As long as you are actively looking for trouble, you gain a vague awareness of where to go and how to get there.
  165.  
  166. Name:
  167. Limit of Madness
  168. Even Madmen have their limits and you've found what yours are. Better yet, you figured out how to push your problems on other people!
  169. Once per day you can free yourself from some of the madness that torments you and push it onto other people to bear. You can't really control who it affects and it will affect your Sisters, Companions and Allies.
  170.  
  171.  
  172.  
  173.  
  174. AUTOMATON
  175.  
  176. Though you have a heart, you have suppressed it.
  177. In battle, you are no more than the gear of a machine.
  178. Dolls are Dolls, after all.
  179. It is only proper that dead corpses should have dead hearts.
  180. Those things you could not protect while you still lived, you protect now.
  181. Skills
  182. Name:
  183. Cover
  184. When working together with your Sisters and Companions, you work to better their intended results. Even if its just holding the tools or holding back the armies of the damned, your assistance helps get things done much faster.
  185.  
  186. Name:
  187. Reckless
  188. Sometimes success requires sacrifice and you've found that by sacrificing your body, you can get things done. By pushing your body to the breaking point you are able to increase the likelihood of success in anything you do. Note that this will hurt you.
  189.  
  190. Name:
  191. Heart of Ice
  192. You've seen the world end and the dead rise. The weaker parts of your sanity long ago committed suicide and now all that remains is the cold, hard parts. It takes a lot more to drive you insane and you are better at warding off Madness.
  193.  
  194. Effect:
  195. I am a Doll
  196. I am a Doll. I am a Doll. I am a Doll. I am a Doll. I am a Doll. I am a Doll.
  197. For just a short while, you can forget everything and become nothing more then a Doll in your mind. Madness and insanity are ignored for a short while cause you are just a Doll.
  198. If you could feel hunger, pain or fatigue then you can ignore it cause you are just a Doll.
  199. Be careful to not forget you aren't just a Doll.
  200.  
  201. Effect:
  202. Prisoner in Limbo
  203. War never changes and neither do you. For as long as you stand on the battlefield and can swing your weapon, you will never falter. Minutes, hours, days, weeks or years. You can go without respite for as long as you are needed to fight and protect.
  204. But just because you are mentally ready doesn't mean your physical body can always keep up. Your body will probably break down before your mind and soul does.
  205.  
  206. Effect:
  207. Tears of Blood
  208. The damage in your head can't compare to the damage in your heart. Or your body for that matter.
  209. Whenever an attack is made against your mind, you can shrug off the damage by inflicting physical damage to yourself.
  210. The damage to your physical body must be proportionate to the damage intended for your mind.
  211.  
  212. Effect:
  213. Foes are Foes
  214. Attacks made against your soul and mind are a dime a dozen. You know this an plan to make your opponents work for those attacks.
  215. No longer can mooks and minions nip at your sanity. You are immune to weaker attacks that target your sanity and soul.
  216.  
  217.  
  218.  
  219.  
  220.  
  221. JUNK
  222.  
  223. You have found strength in the things you have given up.
  224. But there are those you refuse to surrender.
  225. You could hardly lose any more of your body.
  226. But there are surely things you have not lost.
  227. Though you struggle in vain, covered in scars, you persevere.
  228. Skills
  229. Effect:
  230. Follow
  231. You find it easy to effortlessly follow along one person be they friend or foe. As long as you are able to, you may move in an opposing or complimentary direction, in response to someone else moving until you can no longer track them with any various senses you have.
  232.  
  233. Effect:
  234. Damaged Goods
  235. Everything breaks in the end so why be surprised about it?
  236. Even if your body is shattered and your most precious possessions lay in tatters, it doesn't bother you.
  237. You can be saddened by your losses but it will never hinder you unless you are no longer capable.
  238. IE: Having your arm chopped off won't startle or frighten you but don't expect to be using it.
  239.  
  240. Effect:
  241. Dweller in Hades
  242. You've learned to do more then survive on the battlefield. You've learned to thrive there.
  243. As long as you are on a battlefield or some sort of war-zone, you find you function better and have an easier time finding supplies.
  244.  
  245. Effect:
  246. Struggle
  247. Life is not always easy but you find a way.
  248. When faced with a situation you find yourself struggling, your chances of success are always a little higher. This doesn't guarantee success but will at least save you from absolute failure most of the time.
  249.  
  250. Effect:
  251. Even Unto Tartarus
  252. With everything breaking all the time, you've found out how to do with as little as possible. You've learned to economize your movements and energy to use as little as possible to get the intended effect.
  253. This works doubly so in battle as you learn to conserve your strength for when you really need it.
  254.  
  255. Effect:
  256. Defender of Eden
  257. When you decide to protect something, you protect it for good. You may designate a small area such as a building to be under your defense. As long as you are actively trying to defend it, enemies find they have a much harder time doing anything. They will trip over obstacles, find pathways too narrow and other subtly hindering effects stalling them.
  258. Should you ever fall in battle, your will can linger on her and you may continue to defend an area.
  259.  
  260. Effect:
  261. Lame Beast
  262. A wounded beast is a dangerous foe and so are you.
  263. As long as you are physically capable of attacking then the more wounds you receive, the harder you fight.
  264.  
  265.  
  266.  
  267. COURT
  268.  
  269. Strength does not arise only when wielding a weapon.
  270. To think and to know are also strengths.
  271. Within this ruined world, it is not a strength easily understood... but you cultivate it nonetheless.
  272. Things could be no other way.
  273. Skills
  274. Effect:
  275. Advice
  276. A word here. A subtle suggestion there. A not so subtle taunt.
  277. It all adds up in the end.
  278. A few words from you to the right person at the right time can be a serious boon.
  279. Anything you say to a friend or foe can help or hinder in a small way at your choice.
  280.  
  281. Effect:
  282. Composure
  283. Who's got two thumbs and keeps their composure at all times? Whoops....lost a thumb somewhere.
  284. While you can still panic and fret on the inside, you can keep a cool and calm demeanor on the outside with little effort on your part. Even if you have to fake it, looking composed also has a calming effect on others.
  285.  
  286. Effect:
  287. Anticipate
  288. For those 'just as planned' moments.
  289. You gain brief flashes if insight and intuition on whats happening around you. You can now better anticipate the actions of those around you after watching them for awhile.
  290.  
  291.  
  292. Effect:
  293. Tactics
  294. Maybe its the countless battles you won in a previous life or possibly countless hours playing video games but you've gained a fairly solid grasp on basic tactics.
  295. When directing those willing, people more quicker and more effectively under your command.
  296.  
  297. Effect:
  298. Foresight
  299. By taking a moment to contemplate your next course of action, you gain a vague sense of things you will need to bring and courses of action you might need to take.
  300.  
  301. Effect:
  302. Restraint
  303. Where others run wild, you lay in wait.
  304. You gain a great deal of control over yourself and your impulses. You are better in control of your emotions and may will yourself to not react to certain stimuli such as not blinking when someone swings at your face or gagging when smelling something foul.
  305.  
  306. Effect:
  307. Scapegoat
  308. While not exactly the most honorable of tactics, should you need to you can convincingly place the blame elsewhere.
  309. Should emotions start to escalate or people begin to panic, you can rally them against a foe or target real or perceived. By directing their attention elsewhere, this gives you breathing room to plan or drive everyone towards a common goal.
  310. The more obvious the target, the more effective the result.
  311.  
  312.  
  313.  
  314.  
  315. SORORITY
  316.  
  317. That others depend upon you is not a burden.
  318. It is your strength.
  319. Though your body has long been dead, others still rely upon it.
  320. For as long as they do, you shall lead the way.
  321. Even if there's nothing left of you but your feet.
  322. Skills
  323. Effect:
  324. Order
  325. You've got a natural talent for leading and the voice to back it up.
  326. Orders you give are more likely to be immediately followed and without confusion. Great for getting everyone on the same page.
  327.  
  328. Effect:
  329. Self-Control
  330. When the world is teeming with undead horrors, your Sisters are all panicking and all seems lost, at least YOU haven't lost your cool.
  331. You are much better at controlling your emotions and actions then others even under the most stressful situations. Also helps keep you a bit more sane then most.
  332.  
  333. Effect:
  334. Gathering in Elysium
  335. Sometimes fanning out isn't the best idea and you need to regroup.
  336. You can now shout out a cry to regroup and anyone within visual sight of you will rally too you as quickly as possibly if they can.
  337.  
  338. Effect:
  339. Secret Whisper
  340. Sometimes all it takes is a few words to inspire confidence in others.
  341. As long as you are willing to share a true secret with someone, the bonds between the two of you will increase. This bond will reassure them when you are near and improve their trust in you.
  342. Mind you this won't work with all secrets as some are worth more then others and some will instead have the opposite effect intended.
  343.  
  344. Effect:
  345. Grace
  346. You have a controlled, polite, and pleasant way of behaving even under pressure.
  347. This might not seem like much but when everyone is running about like a chicken with their heads cut off –and considering your Sisters might actually lose their heads and run about – your graceful behavior can help rein them in.
  348. As long as you are trying to have a modicum of poise and grace, your allies will too.
  349.  
  350. Effect:
  351. Tough Love
  352. Sometimes when someone is freaking out, lost in their own sanity or just being a little bitch, you gotta show them some tough love.
  353. A good smack from you is enough to knock the sense into someone. If they have gone completely mad then you may need to slap them around more then once.
  354.  
  355.  
  356. Drop In
  357.  
  358. SPACE HOLDER FOR A KICK ASS PICTURE!
  359.  
  360.  
  361. What are you doing here?
  362. No, seriously.
  363. You aren't dead. Your a living being.
  364. You are a pillar of normality in a world gone mad.
  365. Are you going to be a Sinner, a Saint or a Clown?
  366.  
  367.  
  368. As a Drop In, you are in a unique position. Pun intended.
  369. For starters, you don't have to have the body of a small child. Second, you have all of your memories intact. You also start as a living person and can choose the option to be a Doll. All Reinforcement Parts are now a form of wearable equipment for you.
  370. Skills
  371. Effect:
  372. Mint Condition
  373. You gain a brand new, straight out of the box Doll body based on your own body.
  374. You are now undead and no longer have any normal biological functions such as having to eat or breath. Your parts are now replaceable and you can incorporate Reinforcement Parts as normal.
  375.  
  376. Effect:
  377. Toy Makers Apprentice
  378. Upon waking up in the world of Nechronica, you find a worn book next to you and your head filled with weird, abstract memories. The book is filled with crayon doodles that are barely legible.
  379. You find with each passing day and every one of the undead you break apart, the doodles become clearer and the memories making sense.
  380. By the end of year 10 here, you will fully understand how to craft Dolls of your own from human and non-human body parts. Early on your start with understanding how to better repair them.
  381. Now if only you knew how to bind and unbind souls...
  382.  
  383. Effect:
  384. Necromancy for Dummies: Volume 8
  385. Basics for binding and releasing a soul.
  386.  
  387. Effect:
  388.  
  389. Insert description here.
  390.  
  391. Effect:
  392.  
  393. Insert description here.
  394.  
  395. Effect:
  396.  
  397.  
  398.  
  399. Effect:
  400.  
  401.  
  402.  
  403.  
  404. Class
  405. Undead are created with a variety of types of armament.
  406. In order to oppose the Undead, Dolls themselves are given reinforcements, The seven trends in the manner in which Dolls are reinforced are known as Classes.
  407. 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.
  408.  
  409. Stacy: Dedicated and immortal, these girls are stout defenders.
  410. Thanatos: Goddesses of the battlefield who excel at close combat.
  411. Gothic: Predators who engage in the heresy of cannibalism.
  412. Requiem: Gun-using Dolls who are dedicated to ranged combat.
  413. Baroque: Bizarre girls whose bodies are twisted by mutations.
  414. Romanesque: Rotting princesses who dance with unparalleled grace.
  415. Psychedelic:Misunderstood whos powers distort the laws of nature.
  416.  
  417.  
  418.  
  419. Nechronica:Stacy
  420.  
  421. Description
  422. The most conventional of Dolls.
  423. Corpses that move even now.
  424. Soldiers that are dead even now.
  425. And yet they walk even now.
  426. 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.
  427.  
  428.  
  429. Reinforcement Points
  430. You gain 1 Free Tier 1 Armament and 1 Free Tier 1 Mutation
  431. Special Skill
  432. Effect
  433. Crawling Flesh
  434. The flesh, meat and bone of your body actively move about to keep your body functioning. While not true regeneration, the broken bits will cling and hold themselves together as to still be useful.
  435. Even better, severed parts can still move if you will them to.
  436. Parts torched by fire, dissolved by acid or other similar methods are rendered useless.
  437.  
  438. Skills
  439. Effect
  440. Unfazed
  441. Nothing but utter destruction of your soul and madness can stop you and you know it.
  442. Nothing can faze you and you learn to ignore distractions at will.
  443. You can now walk straight on into a machine gun barrage or a burning building and treat it like a stroll through the park.
  444. This doesn't mean you are immune to damage. You can just ignore the psychological effects and similar distractions.
  445.  
  446. Effect
  447. Remain Dead
  448. Being dead means little to you. Losing parts even less.
  449. Even if broken and torn, you know won't die from the damage you take so you can push your body further then others.
  450. Unless completely destroyed or fully severed from your body, you can pull your Basic Parts back together through sheer force of will over time. Muscles will push broken bones back together and skin will hold itself in place.
  451.  
  452. Effect
  453. Defend
  454. As long as you are within close proximity of someone, you can freely place yourself in the way of any oncoming attacks targeting them.
  455. As long as you will it and are willing to take the damage, no harm will befall those you protect.
  456.  
  457. Effect
  458. Meat Shield
  459. What the point of having an immortal body if you aren't going to use it like one?
  460. You can will your flesh to become extremely durable for a short while ever minute or so. This lets you shake off or even fully negate most forms of damage and all its associated effects.
  461.  
  462. Effect
  463. Made to be Broken
  464. You can push your body to the breaking point to be more effective.
  465. By removing your physical limiter, you can unleash all the potential in various parts of your body to increase their output for several seconds.
  466. Doing so immediately breaks that part after wards though so be careful.
  467. With this you can put all your effort into running or jumping at the cost of your legs, punch with all your might at the cost of your arm, or even see extended distances by pushing your eyes to bursting.
  468.  
  469. Effect
  470. Organ Donor
  471. You can freely donate your Basic Parts to your Sisters and allies. Any part you donate to a Sister will always work and parts you donate to anyone else have a near 100% chance of successfully grafting.
  472. Great for sharing an eye with a Sister who has lost one or getting someone more capable back on their feet---or yours to be exact.
  473.  
  474. Corpse Style
  475. Judge
  476. See Below
  477. 0~1
  478. Effect
  479. As the Cost of this Skill, break one of your Basic Parts.
  480. Support 2 or Hinder 2.
  481. Insert description here.
  482.  
  483.  
  484.  
  485.  
  486. Nechronica:Thanatos
  487.  
  488. Description
  489. Dolls made for battle.
  490. Warriors that fight eternal.
  491. Incarnations of death and destruction.
  492. Leading roles upon the stage of slaughter.
  493. The specialty of this Class is combat power.
  494. They are corpses made weapons, designed completely for their offensive ability.
  495. Burning with fury despite the chill of their dead flesh, they are as storms of destruction.
  496. Reinforcement Points
  497. You gain 1 Free Tier 1 Armament and 1 Free Tier 1 Enhancement.
  498.  
  499.  
  500. Special Skill
  501. Effect
  502. Unlimited Destruction
  503. You have mastered the art of the counter attack. By taking someones attack head on, you leave them open to an immediate assault from yourself.
  504. Once their attack hits, time seems to slow down around you to give you enough time to hit them with every attack at your immediate disposal be it fist, foot, head-butt, ranged or melee.
  505.  
  506. Skills
  507. Effect
  508. God of Death
  509. Melee weapons seem to fit perfectly in your hand after only a few swings and you can always use them with some skill.
  510.  
  511. Effect
  512. Calamity
  513. With a single swing, a dozen foes seem to fall.
  514. When using a melee weapon, the collateral damage you inflict seems to go through the roof in the most devastatingly way possible. A single swing from a sword always manages to cut several people, spears punch through one person to hit someone else and so on.
  515. Be wary as this includes Friend and Foe alike.
  516.  
  517. Effect
  518. Drama of Death
  519. Where one warrior can kill a dozen men, two warriors can kill two dozen. With you though, two people can easily kill three dozen!
  520. When fighting in conjunction with an ally against the same foe or target, your attacks land more frequently and deal even more damage.
  521.  
  522. Instantaneous
  523. Auto
  524. None
  525. Self
  526. Effect
  527. During the Battle Phase, when you perform an Attack Maneuver, nobody other than you can perform a Maneuver with the timing 'Check' or 'Rapid' in response.
  528. Insert description here.
  529.  
  530. Dead on Target
  531. Auto
  532. None
  533. Self
  534. Effect
  535. During the Battle Phase, if you roll 6 on an Attack Check, you may choose which Location to deal damage to.
  536. Insert description here.
  537.  
  538. Effect
  539. Judgment
  540. Some believe more is better. You know that is not true.
  541. You gain a clear understanding of just how much is enough in a combat situation. In a fight you have an intuitive understanding of the minimal amount of force necessary to get the intended result.
  542. No longer will you need to double tap then you know a single bullet is enough.
  543.  
  544. Queen of the Underworld
  545. Auto
  546. None
  547. Self
  548. Effect
  549. 'Hinder Move' Maneuvers used by Legions have no effect on you.
  550. Furthermore, Legions must roll a 7 or higher on Attack Checks made against you to hit.
  551.  
  552.  
  553.  
  554.  
  555.  
  556. Nechronica:Gothic
  557.  
  558. Description
  559. Heretical Dolls.
  560. The natural enemy of the dead.
  561. Dolls built to oppose the Undead.
  562. Cannibals in their right mind.
  563. The specialty of this Class is all manner of heresy.
  564. Eaters of the dead, they strike fear into other Undead as the apex predators of the food chain.
  565. Reinforcement Points
  566. You gain 1 Free Tier 1 Mutation and 1 Free Tier 1 Enhancement.
  567. Special Skill
  568. Voracity
  569. Rapid
  570. 0
  571. Self
  572. Effect
  573. Regenerate a Reinforcement Part of yours that was damaged.
  574. Insert description here.
  575.  
  576. Skills
  577. Effect
  578. Feast of Flesh
  579. Waste not, want not.
  580. By cannibalizing the dead, you can grow back Basic parts given enough time and mass.
  581.  
  582. Predator
  583. Damage
  584. 2
  585. 0
  586. Effect
  587. Stagger all enemies in the same Area as you.
  588. Insert description here.
  589.  
  590. Lick Jowls
  591. Rapid
  592. 0
  593. 0~1
  594. Effect
  595. Hinder Move 1.
  596. Insert description here.
  597.  
  598. Vile Repast
  599. Auto
  600. None
  601. See Below
  602. Effect
  603. When you cause the target of your Attack to make a Dismemberment Check, they receive a penalty of -2 to the die roll.
  604. Insert description here.
  605.  
  606. Delight in Corruption
  607. Damage
  608. 0
  609. Self
  610. Effect
  611. You may use a "Rapid", "Check" or "Damage" maneuver that you have already used once for a second time.
  612. Insert description here.
  613.  
  614. Effect
  615. Rip and Tear
  616. Huge guts!
  617. You get back to basics. The REAL basics. When attacking with your Jaws and Hands, you find you deal more damage then most and its a great deal easier to dismember your foes.
  618. One good bite can completely chomp through a leg and one good pull can rip off an arm.
  619.  
  620. Ultimate Predator
  621. Auto
  622. None
  623. 0
  624. Effect
  625. When you succeed with a Range 0 Unarmed Attack, if the number of Parts the target has remaining is no greater than the result of the Attack Check minus five, all of the target's Parts are instantly broken (however, Legions are not affected.)
  626. Insert description here.
  627.  
  628.  
  629.  
  630. Nechronica:Requiem
  631.  
  632. Description
  633. Dolls that use firearms.
  634. Requiems of the end.
  635. Fantasias for those without souls.
  636. The sole notes heard within this world.
  637. The specialty of this Class is range.
  638. Created to defend important positions, they also excel as guerillas.
  639. 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.
  640.  
  641. Reinforcement Points
  642. Armament
  643. Mutation
  644. Enhancement
  645. 2
  646. 0
  647. 0
  648.  
  649. Special Skill
  650. Effect
  651. Magic Bullet
  652. Distance is a problem for some people. Not you though.
  653. Whenever making a ranged attack, your attacks fly true and far. Really far. Were talking chucking a football across two or more fields length wise or knocking tin cans of a fence a mile away with your pistol.
  654. God have mercy on the poor fools who face you when you have a good rifle or bow. They won't even hear the shot.
  655.  
  656. Skills
  657. Gun God
  658. Auto
  659. None
  660. Self
  661. Effect
  662. When you make an Attack Check for a Ranged Attack Maneuver, you may add +1 to the die roll.
  663. Insert description here.
  664.  
  665. Hand of Death
  666. Rapid
  667. 0
  668. Self
  669. Effect
  670. You may use an Attack Maneuver of your choice as if its Timing were "Rapid".
  671. Insert description here.
  672.  
  673. Lullaby
  674. Auto
  675. None
  676. Self
  677. Effect
  678. During the Battle Phase, you may take a penalty of -1 to the Attack Check of a Ranged Attack. If you do, the Cost of the Maneuver is decreased by 1 (minimum 1.)
  679. Insert description here.
  680.  
  681. Gun Kata
  682. Check
  683. 2
  684. 0~1
  685. Effect
  686. Hinder 2. Afterwards, you may make a Ranged Attack 1 against the same target.
  687. Official FAQ says this is considered an Attack Maneuver and can be used with Lullaby, etc.
  688.  
  689. Concentration
  690. Rapid
  691. 2
  692. Self
  693. Effect
  694. Until the end of the Round, all your Attack Checks gain +1 to the die roll.
  695. Insert description here.
  696.  
  697. Rear Guard's
  698. Auto
  699. None
  700. Self
  701. Effect
  702. Pride
  703. You take pride in your dedication and effort put into your attack.
  704. This goes a bit beyond just normal pride though.
  705. Every ranged attack your make or attack involving explosives can miss but will never miss in a way that brings you catastrophic failure. Neither will the attacks unknowingly injure random people such as civilians or passerbys.
  706. Note that your explosives will still possibly injure people should you set off a bomb in a crowd but you never have to worry about a stray bullet killing someone you don't intend.
  707.  
  708. Effect
  709. Trusted Companion
  710. To some a weapon is little more then a tool. You know that its more then that. A good weapon will see you make it through a hundred or more battles and might have a dozen uses no one has thought of.
  711. Constant care and maintenance goes a much longer way in keeping your gear in working order.
  712. Your weapons seem to respond to that TLC and will perform even when others would consider them broken or ruined.
  713. Better yet, unless the weapon is complete disintegrated or molten slag, you find its always repairable after a little more tender love and care.
  714.  
  715.  
  716.  
  717. Nechronica:Baroque
  718.  
  719. Description
  720. Deformed Dolls.
  721. Manufactured mutants.
  722. Shaped to anothers whim.
  723. Woven from twisted flesh.
  724. The specialty of this Class is mutation.
  725. They are chimeras created from a multitude of corpses.
  726. Their incomprehensible bodies possess incomprehensible abilities.
  727. There are many whom are particularly swift.
  728.  
  729. Reinforcement Points
  730. Armament
  731. Mutation
  732. Enhancement
  733. 0
  734. 2
  735. 0
  736.  
  737.  
  738. Special Skill
  739. Mutated Being
  740. Auto
  741. None
  742. Self
  743. Effect
  744. During the Battle Phase, when you are hit with an Attack that did not roll a Critical Success, you may choose which Location it hits (unless you have lost all Parts from that Location.)
  745. Insert description here.
  746.  
  747. Skills
  748. Mad Demon
  749. Auto
  750. None
  751. Self
  752. Effect
  753. When you make an Attack Check for an Unarmed Attack Maneuver, you may add +1 to the die roll.
  754. Insert description here.
  755.  
  756. Effect
  757. Super Strength
  758. Nothing fancy to say about this. You got super strength!
  759. All of your Unarmed and Melee attacks deal more damage.
  760. Do you even lift? Of course you do.
  761.  
  762. Effect
  763. Extreme Mutation
  764. Seems a bit more care was put into your creation by the Necromancer then most.
  765. You gain a free Tier 3 Mutation that counts as a basic part of your body.
  766.  
  767. Effect
  768. Karmic Corpse
  769. Time and time again you've been sliced, smashed and shattered to pieces. What does it matter if you get a little broken now?
  770. Hands grow back in hours and more complex parts such as eyes and brains in a day.
  771. Won't regrow any bought Mutations or Enhancements sadly. Careful not to lose those.
  772.  
  773. Effect
  774. Regeneration
  775. You find the lesser wounds and damage to your body disappearing as your flesh knits itself back together.
  776. You won't be growing back lost body parts with this but at the least it helps mitigate larger damage and shrug off smaller wounds.
  777.  
  778. Instrument of Evil
  779. Auto
  780. None
  781. Self
  782. Effect
  783. When you deal damage with an Attack Maneuver, you may declare the use of this Skill to increase the damage by 1.
  784. However, the "Dismember", "Explosive", "Chain Attack" and "Area Attack" properties are all lost.
  785. Insert description here.
  786.  
  787. Effect
  788. Crystallization
  789. A strange mutation to be sure. Your body can explosively grow defensive crystal-like bone structures in reaction to the damage you take.
  790. You will find you can now ignore the concussive properties and some damage from most explosives, that you're extremely hard to dismember now, and that by growing into your surrounding can root yourself into place so you won't be moved around unless you want to be.
  791.  
  792.  
  793.  
  794. Nechronica:Romanesque
  795.  
  796. Description
  797. Dancing Dolls.
  798. Princesses of the netherworld.
  799. Corpses trapped in a tarantella.
  800. Beloved playthings, cast away.
  801. The specialty of this Class is adroit mobility.
  802. When they were alive, they danced for others' pleasure- dances as precise as clockwork, down to the movements of their fingertips.
  803. And now, just as they were then, they shall be beloved once again.
  804. Reinforcement Points
  805. Armament
  806. Mutation
  807. Enhancement
  808. 0
  809. 0
  810. 2
  811.  
  812. Special Skill
  813. Battle Maiden
  814. Auto
  815. None
  816. Self
  817. Effect
  818. Your Maximum Action Points increase by +2.
  819. Insert description here.
  820.  
  821. Skills
  822. Waltz
  823. Rapid
  824. 1
  825. Self
  826. Effect
  827. Until the end of the Round, every Attack which targets you receives a penalty of -1 to the Attack Check (if it is an Area Attack, the penalty only applies to hitting you.)
  828. If this Skill is used multiple times during the same Round, the penalty does not increase.
  829. Insert description here.
  830.  
  831. Dance of Death
  832. Check
  833. 0
  834. Self
  835. Effect
  836. You may reroll the die for an Attack Check.
  837. Insert description here.
  838.  
  839. Tuning
  840. Rapid
  841. 0
  842. 0
  843. Effect
  844. Until the end of the turn, the target may use Maneuvers associated with a damaged Part as if it were not damaged.
  845. However, they may still not use Maneuvers that they would be unable to for other reasons (i.e. multiple times per Round if the Timing does not allow it.)
  846. Insert description here.
  847.  
  848. Caress
  849. Rapid
  850. 0
  851. 0
  852. Effect
  853. Stagger.
  854. Insert description here.
  855.  
  856. Effect
  857. Clockwork
  858. An exquisite Doll such are yourself requires exquisite parts.
  859. You gain a free Tier 3 Enhancement that counts as a Basic part.
  860.  
  861. One's Many Charms
  862. Auto
  863. None
  864. Self
  865. Effect
  866. The cost of your "Arms" and "Legs" decreases by 1 (to a minimum of 0.)
  867. Insert description here.
  868.  
  869. Effect
  870. Deranged Gears
  871. Its not enough that you should win but that your enemies should fail.
  872. As you dance about the battlefield, you choreograph the fight in your favor. You dip and bow at just the right times so that enemies collide into each other and missed attacks hit their allies.
  873. You jump and spin just so that your foes fall into friendly fire and unbalanced enemies flail into on-coming traffic.
  874.  
  875.  
  876.  
  877. Nechronica:Psychedelic
  878.  
  879.  
  880. ESPer Dolls.
  881. Diversiform distortions.
  882. The amanuenses of madness.
  883. Abilities beyond comprehension.
  884. The specialty of this Class is the paranormal.
  885. Their powers essentially distort the laws of nature.
  886. Amongst all the pallor of the dead, the Psychedelics shine singularly bright... like jewels ripe for the taking.
  887.  
  888. Reinforcement Points
  889. Armament
  890. Mutation
  891. Enhancement
  892. 0
  893. 0
  894. 1
  895. Special Rule
  896. Dolls of other classes cannot acquire Skills from the Psychedelic Class using CP.
  897. Special Skill
  898. Vortex of Destruction
  899. Rapid
  900. See Below
  901. See Below
  902. Effect
  903. You may only use this Skill prior to the end of the first Round of combat.
  904. As the Cost of this Skill, add a Madness Point to all of your Fetters that are not in a state of Madness.
  905. Destroy four Parts of your Choice belonging to every being present upon the Stage of Battle. (Legions are completely destroyed.)
  906. Insert description here.
  907.  
  908. Skills
  909. Distorted Power
  910. Rapid
  911. 3
  912. 0~2
  913. Effect
  914. You may use this skill even if completely Annihilated.
  915. Choose two Parts belonging to the target and destroy those Parts (Legions simply take 2 damage.)
  916. Insert description here.
  917.  
  918. Will to Refuse
  919. Damage
  920. 2
  921. 0~1
  922. Effect
  923. You may use this skill even if completely Annihilated.
  924. Defense 1.
  925. You may use this Skill any number of times per Round, but only once per Attack.
  926. Insert description here.
  927.  
  928. Twist of Fate
  929. Check
  930. See Below
  931. 0~3
  932. Effect
  933. You may use this skill only when you are the target of an attack.
  934. As the Cost of this Skill, add a Madness Point to a Fetter of your choice.
  935. Regardless of the result of the Attack Check, the attack is considered a failure.
  936. Insert description here.
  937.  
  938. Embrace of Souls
  939. Action
  940. 2
  941. 0~2
  942. Effect
  943. You may use this skill even if completely Annihilated.
  944. The target may remove a Madness Point from one of their Fetters.
  945. Afterwards, add a Madness Point to one of your Fetters that is not in a state of Madness.
  946. Insert description here.
  947.  
  948. Throne of the Void
  949. Auto
  950. None
  951. Self
  952. Effect
  953. You may ignore Hinder and Hinder Move effects originating from the same Area as you are in.
  954. Insert description here.
  955.  
  956. Shared Loss
  957. Rapid
  958. 3
  959. 0~1
  960. Effect
  961. This skill is only usable on Horrors.
  962. Choose one of your Hit Locations.
  963. For every destroyed Part of yours in that Hit Location, you may choose and destroy a Part belonging to the target.
  964. Insert description here.
  965.  
  966. Pawn's Gambit
  967. Action
  968. 2
  969. 0~1
  970. Effect
  971. You may use this skill even if completely Annihilated.
  972. Move 1.
  973. The target of the Move loses 2 Action Points (even if the Move is Hindered.)
  974. Insert description here.
  975.  
  976.  
  977.  
  978.  
  979. Reinforcement Parts
  980. A Doll is separated into 2 kinds of Parts. Basic Parts and Reinforcement Parts.
  981. Basic Parts are what compose your body and in turn come in 4 sections: Head, Arms, Torso and Legs. When a Reinforcement Part refers to being added or installed somewhere, its one of those four sections.
  982.  
  983. Reinforcement Parts are purchased during Doll creation and are very rarely found attached to enemies.
  984.  
  985. Armaments: Weapons, guns and other offensive equipment.
  986. Mutations: Special bodily organs. They warp one's appearance, but possess great power.
  987. Enhancements: Mechanical parts attached to the body, often made of metal or plastic.
  988.  
  989. Nechronica:Armaments
  990. Tier 1 Armaments
  991. Effect
  992. Kung Fu
  993. You know Kung Fu. You aren't a master but you know more then the basics.
  994.  
  995. Effect
  996. Nail Bat
  997. A good old solid piece of oak studded with screws and nails. A bit thuggish but it does the job. Has an unusual tendency to turn your foes into a bloody mess. The heads of undead in particular seem to pop like ripe melons.
  998.  
  999. Effect
  1000. Crow Bar
  1001. Ah, the Crow Bar. A solid, multi-use tool made of titanium. Use it to stab, jab or bash. Maybe even use it for its intended purpose. Wait, thats killing zombies, right?
  1002.  
  1003. Effect
  1004. Axe
  1005. Time to kill zombies and cut down trees. And it looks like you are all out of trees.
  1006. A well used looking fire-ax. Still has the red paint on the head. Well, its probably paint.
  1007.  
  1008. Effect
  1009. Meat Cleaver
  1010. He keeps hackin’ and whackin’ and smackin’
  1011. He just hacks, whacks, choppin’ that meat
  1012.  
  1013. Effect
  1014. Katana
  1015. Folded a thousand times from superior Japanese steel!
  1016. Possibly also found in a novelty store somewhere.
  1017.  
  1018. Effect
  1019. Chainsaw
  1020. A classic staple of any undead fighting arsenal. The sound it makes has a psychological bolstering effect. Loves to cut off limbs and never seems to need fuel.
  1021.  
  1022. Effect
  1023. Handcannon
  1024. Dirty Harry wants his gun back.
  1025.  
  1026. Effect
  1027. Sniper Rifle
  1028. xxX360_No_Scope_Mt_Dew_DorritosXxx
  1029. One of any of the dozens of long rifles that carries the title of Sniper Rifle.
  1030. Comes with a hundred round box of ammo that refills each night.
  1031. Someone seems to have carved, “Reach Out and Touch Someone” into your gun.
  1032.  
  1033. Effect
  1034. Molotov Cocktail
  1035. Not very accurate and doesn't discriminate between friend and foe. Sometimes you just need to burn something to the ground though.
  1036. You get a backpack full of these puppies. Seems to always refill itself at the end of the day too.
  1037.  
  1038. Effect
  1039. Shovel
  1040. Gardening implement and zombie decapitation tool.
  1041. Can you dig it?
  1042.  
  1043. Effect
  1044. First Aid Kit
  1045. Used band-aids and crusty gauze! Hope you have healthcare.
  1046. Just kidding, you get a nice, shiny, new First Aid Kit. One of those huge-ass red ones with the white cross on the front. Comes with a free matching satchel!
  1047. Don't help a whole lot considering everyone is dead but it will help keep everyone together a bit longer by letting you fix some damage to Basic Parts.
  1048.  
  1049.  
  1050. Tier 2 Armaments
  1051. Effect
  1052. Barbed Wire
  1053. Wrap your weapons in it! Wrap your armor in it! Wrap yourself in it! Come on! It'll hurt those guys more then it'll hurt you!
  1054. You start with a spool of barbed wire to cover yourself in. There is only enough to wraps yourself and your weapons in. It'll give you a bit of extra protection and has the habit to seemingly lash out at those that attack you.
  1055.  
  1056. Effect
  1057. Boot Knife
  1058. Its a knife! In your boot! Comes with a free pair of boots!
  1059. The blade pops out when you need it and goes away when you don't!
  1060. Your enemies will rarely see it coming! Whats not to love?
  1061.  
  1062. Effect
  1063. Boost
  1064. A hand to hand technique that allows you to reflexively leap away at an enemy's touch.
  1065. Its not a hundred percent effective but it could save your life by letting you put some distance between you and a foe.
  1066.  
  1067. Effect
  1068. Armor Plating
  1069. Sometimes you just need to start bolting metal plates to your body.
  1070. While it won't cover you completely as to leave you mobility, a little extra protection never hurt.
  1071. As an added bonus, you get a fairly significant resistance against explosives!
  1072.  
  1073. Effect
  1074. Ball & Chain
  1075. A huge metal ball on the end of a chain. Spikes are optional. Great got knocking things over be they buildings or beings.
  1076.  
  1077. Effect
  1078. Shotgun
  1079. THIS IS MY BOOM STICK!
  1080. The twelve-gauge double-barreled Remington. S-Mart's top of the line. You always seem to have a couple shells in your pocket when you use this gun.
  1081.  
  1082. Effect
  1083. Machine Gun
  1084. For when you need to lay down some cover fire or just mag dump into some poor sod. Unusually effective versus crowds.
  1085.  
  1086. Effect
  1087. Bear Gun
  1088. Small gun. Big Boom.
  1089. This packs a large punch in a small package. Careful you don't break your wrist.
  1090.  
  1091. Effect
  1092. Twin Pistols
  1093. For when you need to think you look like a bad-ass.
  1094. A matching pair of pistols and complimentary gun holsters.
  1095.  
  1096. Effect
  1097. Hand Grenade
  1098. Its a satchel of hand grenades that refills at the end of the day. Have fun.
  1099.  
  1100. Effect
  1101. Coffin
  1102. You wake up inside a coffin. It has your name on it!
  1103. Its also made of some really sturdy stuff so it makes a great shield. The best part? Sleeping in it seems to heal your lesser wounds.
  1104.  
  1105. Effect
  1106. Net Gun
  1107. A strange weapon that doesn't deal a whole lot of damage but is great for capture people or at least slowing them down. Doesn't work very well vs crowds.
  1108. You can reload the net and the weapon builds pressure overtime on its own.
  1109.  
  1110.  
  1111. Tier 3 Armaments
  1112. Effect
  1113. Great Knife
  1114. A huge knife! Extremely damaging for something so simple.
  1115.  
  1116. Effect
  1117. Lawnmower
  1118. Exactly what it sounds like.
  1119. A bit silly but trust me. Its effective. Yes, it was used in a zombie move.
  1120. Chews through zombies like it does thick grass. Don't choke it.
  1121.  
  1122. Effect
  1123. Superior Katana
  1124. Folded over a million times!
  1125. Taken from a far distant battlefield...or a really nice antique shop.
  1126. Seems to be extremely effective at removing limbs and easy to handle.
  1127.  
  1128. Effect
  1129. Monofilament Wire
  1130. Comes in a variety of flavors! Battle gloves, special rings, sword like hilts and more!
  1131. You get about 60ft of this stuff.
  1132. Careful not to cut yourself!
  1133.  
  1134. Effect
  1135. Flying Guillotine
  1136. A kung-fu movie classic that actually seems to work like intended here.
  1137.  
  1138. Effect
  1139. Anti-Tank Rifle
  1140. Don't know how many tanks you've come across here but its great for when you truly need to ruin someones day. Has some amazing distance to go with its amazing stopping power.
  1141. Bonus damage versus “tanks”.
  1142.  
  1143. Effect
  1144. Undead Gun
  1145. Its not one shotgun. Its not two or three shotguns! Its in fact FOUR double-barreled shotguns all jury-rigged together! Pull one trigger to fire four barrels! Pull both triggers to fire eight!
  1146. Bit of a pain to reload.
  1147.  
  1148. Effect
  1149. Flame Thrower
  1150. Flammenwerfer! For when you need to werfer flammen!
  1151. Comes with a compact storage tank that refills slowly over time.
  1152.  
  1153. Effect
  1154. Dynamite
  1155. For all your mining and undead exploding needs!
  1156. You get a satchel with two dozen sticks. Refills itself every night.
  1157.  
  1158. Effect
  1159. Rocket Launcher
  1160. It launches rockets! Oh, wait. I did that joke already.
  1161. Its only two spare shots but they replenish each night.
  1162.  
  1163. Effect
  1164. African Throwing Knife
  1165. A silly looking knife that has not so silly results. This thing will cut you a dozen different ways and seems to be fairly accurate when you chuck them. You get a half dozen.
  1166.  
  1167. Effect
  1168. Giant Scissors
  1169. This comically large pair of scissors are nothing to laugh at...unless you are laughing madly or something.
  1170.  
  1171. Very unwieldy at first but should you figure out how to use them, you find they cut through bodies like paper.
  1172. Watch out for equally large rocks.
  1173.  
  1174.  
  1175.  
  1176.  
  1177.  
  1178. Nechronica:Mutations
  1179. Tier 1 Mutations
  1180. Effect
  1181. Maggots
  1182. Freakishly large maggots. They will never turn into flies and are adapted to live inside your body.
  1183.  
  1184. Almost impossible to kill and seem to regenerate from the tiniest bits, they will burst from your body to sacrifice themselves to protect you from attacks.
  1185. As a neat side effect, they also keep you clean and are great for cleaning up dead bodies.
  1186.  
  1187. Effect
  1188. Patchwork
  1189. You find your body more patchwork then most and this is a good thing.
  1190. It much easier to repair and replace lost parts as long as you can find something vaguely similar.
  1191. Broken arm? Someone's leg might do.
  1192.  
  1193. Effect
  1194. Heart
  1195. An oddity in an undead world.
  1196. You have a beating heart that pumps something other then blood through your body.
  1197. You find your quicker then most now.
  1198. Careful you don't break it.
  1199.  
  1200. Effect
  1201. Tail
  1202. You choice of animal.
  1203. Helps increase balance and as a result your much quicker on your feet.
  1204.  
  1205. Effect
  1206. Adhesive Pads
  1207. Spider man! Spider man! Does whatever a spider can! Well now you too can climb on walls and ceilings. Just be careful that they'll support your weight.
  1208. You gain gecko like gripping pads on your hands and feet.
  1209.  
  1210. Effect
  1211. Slime
  1212. Your body produces copious amounts of an acidic slime on command.
  1213. It only affects organic materials and can be used at range if you don't mind throwing it at people.
  1214. Careful who you hug.
  1215.  
  1216. Effect
  1217. Claws
  1218. A solid set of claws that do a bit more damage then just your Fists. Counts as an Unarmed attack.
  1219.  
  1220. Effect
  1221. Albino
  1222. Yeah, I'm not sure how this is supposed to help you but apparently being white increases your chances of success in life.
  1223. Wait a minute....
  1224.  
  1225. Effect
  1226. Blood-Stained
  1227. You are covered head to toe in blood and gore. It seems dry when you need it and wet when you want it to be.
  1228. You leave bloody foot and hand prints everywhere. Stuff also seems to be unusually slippery and gets tracked everywhere. Luckily for you this means that enemies always seem to be on loose footing around you.
  1229.  
  1230. Effect
  1231. Hole
  1232. A strange mutation but oddly effective.
  1233. You have one or more holes going through your body. They don't seem to impede you at all and make it some what harder to harm you.
  1234. Its sort of hard to blow your brains out when you have a six inch hole going through your head.
  1235.  
  1236. Effect
  1237. Slippery
  1238. You gain a protective coating of slippery slime covering your body.
  1239. Blades have a harder time cutting you and some attacks just slide right off.
  1240. You're also your own slip-n-slide!
  1241.  
  1242. Effect
  1243. Slurper
  1244. It's like a long tongue.
  1245. A long tongue you can use to eat pieces of people with! Eating people in this fashion help regenerate damage from minor wounds. Downside is that its an Unarmed attack and requires getting into melee.
  1246. Reach out and lick someone.
  1247. Tier 2 Mutations
  1248. Effect
  1249. Animal Ears
  1250. You gain super sensitive animal ears that at the least double your base hearing capability.
  1251. Free choice of base animal.
  1252.  
  1253. Effect
  1254. Extra Arms
  1255. An extra set of arms. Do you really need more information then that?
  1256. Twice the number of punches! Double the amount of guns you can hold!
  1257.  
  1258. Effect
  1259. Bone Spear
  1260. You gain a spine like protrusion of bone with a wicked sharp tip that you can manipulate.
  1261. Your choice of where you want to attach it be it as a tail, handing off your arm or maybe even expending out of your head!
  1262. Counts as an Unarmed Attack.
  1263.  
  1264. Effect
  1265. Stinger
  1266. A nasty insect-like stinger you can attack to any part of your body.
  1267. Its retractable for your convenience and does an amazing job at puncturing through things like armor.
  1268. Counts as an Unarmed Attack.
  1269.  
  1270. Effect
  1271. Slobber
  1272. So maybe projectile spit isn't your thing but it does a great job at blinding foes and staggering people.
  1273. Slightly sticky and adhesive to make it even more annoying.
  1274. Now go hock a loogie on someone you hate.
  1275.  
  1276. Effect
  1277. Extra Eyes
  1278. Extra, unusually large eyes you can place anywhere on your body.
  1279. Try one on each shoulder! Or maybe one on your chest and another on your back.
  1280. You can see perfectly through these new eyes and they don't disorient you.
  1281. They have the obvious benefit of increasing your field of vision and gives you a bit more accuracy.
  1282.  
  1283. Effect
  1284. Tentacles
  1285. You gain several dozen foot long tentacles on some part of your body that automatically grope and grab things near them.
  1286. Not dexterous enough to hold things but are great for hindering opponents, assisting in climbing and harassing your Sisters.
  1287.  
  1288. Effect
  1289. Vine
  1290. Doll used Vine Whip.
  1291. A strange collection of spindly vines grow from your body. Not as numerous as the Tentacles but are several feet in length each. You can grow them from any one part of your body at-will and retract them.
  1292. Great for distracting your foes or for other tasks such as used as rope. They don't grow back very fast so don't go trying to harvest them all the time.
  1293.  
  1294. Effect
  1295. Scales
  1296. Another fairly straight forward Mutation for you.
  1297. You gain a miss-mashed covering of small and large scales all over your body. This adds a bit of extra armor and durability to your otherwise fragile body.
  1298.  
  1299. Effect
  1300. Cold Light
  1301. A strange mutation that lets you glow with an unearthly glow.
  1302. In this light, horrors and legions of monsters find themselves mesmerized by you.
  1303. Those you consider monsters find it increasingly harder to target or pay attention to anyone but you.
  1304. Careful as this makes you a large target.
  1305.  
  1306. Effect
  1307. Horn
  1308. A single large animal horn juts from a part of your body. Normally your head but you can have it on your chest, arm, or so on.
  1309. Great for charging people and seems to combo extremely well with other Unarmed Attacks.
  1310. Counts as an Unarmed Attack.
  1311.  
  1312. Tier 3 Mutations
  1313. Effect
  1314. Extra Legs
  1315. Another pretty straight forward Mutation that gives you another set of legs attached at the waist.
  1316. As an added benefit, you new legs get copies of previously purchased Parts applied to your legs for free.
  1317. Have fun with that.
  1318.  
  1319. Effect
  1320. Extra Head
  1321. Whats better then one head? Two of them of course.
  1322. You gain a second head attached to your neck or fused to your original head that shares your memories and abilities. Its basically you.
  1323. Obvious benefits are another set of Eyes and another Bite attack!
  1324. Not so obvious is now you can tell yourself knock knock jokes!
  1325.  
  1326. Effect
  1327. Skinny
  1328. No fat shaming here or talk of weight issues.
  1329. Were talking Slender Man levels of Skinny. You are the Thin Man.
  1330. You are much harder to hit due to having a smaller profile and can squeeze through small spaces more easily.
  1331.  
  1332. Effect
  1333. Liquid Rot
  1334. You gain a disgusting sac somewhere on your body that stores a noxious liquid that explodes on contact with organic matter not your own.
  1335. You can splash this on undead foes or squirt it a short distance. The sac slowly refills over time.
  1336. This counts as an Unarmed attack.
  1337.  
  1338. Effect
  1339. Flesh Whip
  1340. Whip it! Whip it good!
  1341. A long, fleshy whip that extends from some part of your body.
  1342. It can extend nearly twenty feet but isn't prehensile. You can retract it though.
  1343. Counts as an Unarmed attack.
  1344.  
  1345. Effect
  1346. Cracked Flesh
  1347. You gain a ceramic like skin covering your entire body that acts like ablative armor and constantly replenishes itself over time.
  1348. It takes a day to fully regrow so be careful you don't break it off too quickly.
  1349.  
  1350. Effect
  1351. Animal Legs
  1352. You replace your legs with those of an animal of your choice scaled up to your size.
  1353. Common replacements are Big Cats and larger Canines but you can have Rabbit legs too.
  1354. You gain a greatly enhanced movement speed, increased mobility and a larger jump distance.
  1355.  
  1356. Effect
  1357. Corpse Mushroom
  1358. A fungus grows on your body. It can release clouds of spores to disorient your enemy.
  1359. A bit disgusting but you can't argue with the results.
  1360. You can release small puffs of spores at will to blind and hinder your opponents or once a day expend all your spores to exhale a large cloud of spores to act as a smoke screen.
  1361.  
  1362. Effect
  1363. Happy Pills
  1364. You've found your brain is only mostly dead and can still react to certain strong stimulants.
  1365. You find a small pill bottle in your pocket when you arrive filled with red and blue pills. These pills greatly reduce the amount of stress you feel, kill any feelings of dread and even remove the effects of Madness over time. They refill each day.
  1366. Sadly they only work for you.
  1367. Warning: Don't mix with alcohol or recreational drugs unless you want to find out what its like to FREAK. THE. FUCK. OUT as an undead Doll.
  1368.  
  1369.  
  1370. Effect
  1371. Chameleon
  1372. You gain chameleon like skin that changes to match your background. It can't do complex patterns but it does the job well enough to confuse the undead.
  1373. Greatly increases your hiding capabilities and can completely hide yourself from the undead should you hold completely still and not draw attention to yourself.
  1374.  
  1375. Effect
  1376. Meat Snake
  1377. A freaky name for a freakishly effective attack. Remember the movie Aliens? That thing it shoots out of its mouth? Yeah, you got something like that you can attach to any part of your body.
  1378. I'd recommend your head and hiding it in your mouth but you could also attach it to your palm or something.
  1379. Its retractable, counts as an Unarmed attack and can attack extremely quickly.
  1380.  
  1381. Nechronica:Enhancements
  1382. Tier 1 Enhancements
  1383. Effect
  1384. Limiter
  1385. A strange black box that gets installed in your Head or Torso.
  1386. Its limits your body to prevent yourself from doing actions that would put to much strain on your Parts resulting in harming yourself.
  1387. Should it break or you chose to turn it off, you can then tap into that unleashed power all at once for a short while as your body suddenly pushes itself to its limits and beyond.
  1388.  
  1389. Effect
  1390. Adrenaline
  1391. Well something like it that seems to work the same in your undead body.
  1392. Comes with post adrenaline shakes!
  1393.  
  1394. Effect
  1395. Sabertooth
  1396. You gain two long fangs protruding from your mouth.
  1397. Hope you brought a toothbrush.
  1398. Counts as an Unarmed attack.
  1399.  
  1400. Effect
  1401. Jet Nozzle
  1402. You get to add a jet nozzle to some part of your body! This is exactly what it sounds like! It shoots out flames and everything!
  1403. This gives you a short burst of speed and when placed behind an Unarmed or Melee attack it greatly increases damage. Note that doing so WILL probably break what you are attacking with or at the least the limb its attached too.
  1404. Never seems to run out of fuel but can't be used to fly.
  1405.  
  1406. Effect
  1407. Scissor Hands
  1408. You get bladed fingers to become just like Edward!
  1409. Equally as good at cutting off body parts as it is cutting hair and shrubbery.
  1410.  
  1411. Effect
  1412. Armor Skin
  1413. Armored plates are bolted to your body and some of your skin is replaced with a much more durable substance such as a thick rubber.
  1414. A little weighty but the added protection is probably worth it.
  1415.  
  1416. Effect
  1417. Steel Bones
  1418. Replaces your weaker calcium based bones with ones made of steel.
  1419. Makes it near impossible to cut off your limbs and adds a bit more durability to your body.
  1420.  
  1421. Effect
  1422. Bolt Head
  1423. Seems you got a few screws loose. Good thing you have a wrench!
  1424. A strange computer based on seemingly random computer components and some sort of clockwork gear assembly has been installed in your head.
  1425. Your thinking becomes a bit clearer and more mechanical. Numbers are easier for you to understand now then most.
  1426. Its now possible to crunch numbers on the fly to help give you slightly better odds of success in and out of battle.
  1427.  
  1428. Effect
  1429. Remote Attack
  1430. ROCKET FIST! FWOOOOSH!
  1431. You get to install complex system in your body to launch a chosen body part at someone up to 30ft away and then reel it back in! You still have full control of the body part launched.
  1432. Can be any body part and count as an Unarmed Attack.
  1433.  
  1434. Effect
  1435. Voice Effect
  1436. A device akin to Auto-Tune which adjusts your voice in a pleasing and pleasant way.
  1437. People listening to your voice find themselves becoming calmer and its now easier to get and keep someones attention.
  1438. You can also adjust the volume of your voice to barely above a whisper to near megaphone levels.
  1439.  
  1440. Effect
  1441. Junk Part
  1442. A strange system of braces, pulleys and gears that you may attach to one part of your body.
  1443. As long as this system is undamaged, you can now quickly and easily replace all the damaged Basic Parts in the chosen part of your body as the system forces just about any random parts attach to it to function as Basic Parts.
  1444. IE: If placed in your Arms, should you damage any of the Basic Parts, you can quickly remove them and replace those part with random junk parts. The system will then reassemble the junk into usable Arms.
  1445.  
  1446. Effect
  1447. Karma Processor
  1448. A brilliant piece of technology combining science and magic or something. Installed into your body, it monitors your sanity and should you start to suffer a mental breakdown or take a sudden descent into madness it'll kick in.
  1449. It'll shunt the damage elsewhere and snap you out of your breakdown.
  1450. The process breaks the device and takes a week to repair itself.
  1451.  
  1452. Tier 2 Enhancements
  1453. 200 CP
  1454. Zombie Bomb
  1455. Not something one should take without some serious thought.
  1456. Makes for a perfect suicide bomb or for those with a bit more ingenuity a perfect surprise attack.
  1457. This is a shaped charge you can install into any part of your body. When trigger or damaged enough it will detonate, exploding violently in a blast of ball bearings and hate.
  1458. It has a large blast zone so expect to get damaged when you set it off. When triggered, you WILL lose any section of the body its installed in be it Head, Torso, Arms or Legs.
  1459.  
  1460. 200 CP
  1461. Reflexes
  1462. A bundle of reflex myomers that get spread throughout your body.
  1463. The significantly increase your reaction time and how quickly you move.
  1464. The control box can be installed anywhere in your body but if it breaks, you lose the benefits.
  1465.  
  1466. 200 CP
  1467. Electrigger
  1468. Danger! Danger! High Voltage!
  1469. A high voltage output weapon you can attach to any part of your body.
  1470. It can be used to make Unarmed attacks that shock your opponent, possibly stunning them or you can connect it up to any other Unarmed or Melee attack installed into your body.
  1471.  
  1472. 200 CP
  1473. Drill
  1474. Can you dig it?
  1475. Its an industrial drill mounted to your body. The drill bit is fairly thick but its not made to bash people with. Great for digging through armor, rock and concrete.
  1476.  
  1477.  
  1478. 200 CP
  1479. Assassin Blade
  1480. A retracting blade made for puncturing that can be installed and hidden anywhere in your body.
  1481. Your opponent will never see the first attack coming.
  1482.  
  1483. 200 CP
  1484. Laser Beam
  1485. Its a frickin' laser beam!
  1486. A compact laser is installed somewhere of your choosing. It packs a bit of a punch and has a fairly long range. Has a fairly decent chance of severing limbs too!
  1487. Can be fired for up to 30 seconds and then has to recharge for 60 seconds.
  1488. Just don't point it in your Sisters' eyes.
  1489.  
  1490. 200 CP
  1491. Scope
  1492. Dial in on your enemies and let lose.
  1493. You get a couple of scopes installed into your head to help increase your vision. Greatly increases your accuracy when making ranged attacks.
  1494.  
  1495. 200 CP
  1496. Spikes
  1497. Short, sharp metal spikes cover a portion of your body. They can be installed anywhere and can help add a little extra damage to your Unarmed and Melee Attacks.
  1498.  
  1499. 200 CP
  1500. Tentacle
  1501. A simple, mechanical manipulator.
  1502. You get to install this anywhere on your body. Not dexterous enough to fire a gun or anything but you might be able to swing a weapon with little skill, warp around your foes, and help brace yourself.
  1503.  
  1504. 200 CP
  1505. Wire Reel
  1506. A motorized winch system that can be used to pull yourself about. It has roughly 60ft of braided wire that can hold a significant amount of weight but doesn't mean your body can.
  1507. Can be installed anywhere on or in your body. Great for rappelling or a quick retreat.
  1508.  
  1509. 200 CP
  1510. Antenna
  1511. A bundle of various mechanical antenna and components get installed on your body.
  1512. They can broadcast and pick up radio signals.
  1513. With enough practice, you can start using it like a radar system.
  1514.  
  1515. 200 CP
  1516. Energy Tube
  1517. A strange, humming device that crackles with green light. It can be installed anywhere on your body and as long as its intact, you find that the energy coursing through it also courses through you.
  1518. You move quicker, you think faster, and your base reaction time doubles.
  1519. Note you do become a bit twitchy and should the device be broken, it'll pop in a burst of electricity that will damage your nearest parts so be careful.
  1520.  
  1521. Tier 3 Enhancements
  1522. 300 CP
  1523. Gauntlet
  1524. Reinforced plating and augmentation that greatly enhances the defensive and offenses output of your Arms.
  1525. Equally capable of deflecting bullets as well as most mundane melee attacks. The cybernetic boots from these also help at more destructive power to your Unarmed and Melee attacks made with your Arms.
  1526.  
  1527. 300 CP
  1528. Crab Legs
  1529. You gain four Tachikoma like legs to wheel and stomp about on.
  1530. They extend from your waist, are highly armored and durable. As an added benefit, Unarmed and Melee attacks made using your Legs gain increased destructive power now that you have four powerful legs to put to use.
  1531.  
  1532. 300 CP
  1533. Manipulator
  1534. Just what it says in the title. A mechadendrite like mechanical limb extending from some part of your body. Yours completely prehensile and can extend several yards.
  1535. Effectively a a third arm with ball joints.
  1536.  
  1537. 300 CP
  1538. Cyborg
  1539. From the base up, your entire body is laced with electronics, wiring, plating and more to give you a cyborg body.
  1540. Muscles are replaced with synthetic muscle fibers and pistons. Bones are laced with metals and ceramics. You skin is armored and durable. This all greatly increases your defenses and durability.
  1541.  
  1542. 300 CP
  1543. Vise Arm
  1544. Built into the Arms of your Doll, you have large, sturdy, mechanical vices that can be used to quick grip on to things.
  1545. Capable of breaking bone or just bracing something. Creativity is key.
  1546.  
  1547. 300 CP
  1548. Auto-Separate
  1549. Magnets! How do they work?
  1550. By spreading specialized, magnetic couplings through out your body, you can now briefly separate your limbs at the joints and your head from your neck.
  1551. Its much harder to dismember you now.
  1552.  
  1553. 300 CP
  1554. Pilebunker
  1555. A melee weapon that drives forward a large metal spike designed to pierce heavy armor. The spike is fired and retracted over a short distance, making it useless beyond close combat.
  1556.  
  1557. 300 CP
  1558. Light Saber
  1559. A beam of plasma emitted from a tiny hilt.
  1560. Easily cuts through flesh and armor alike.
  1561.  
  1562. 300 CP
  1563. Hopper
  1564. Installed into your legs are a set of pneumatic pumps capable of devastating kicks and launching you several yards.
  1565.  
  1566. 300 CP
  1567. Psycho Blaster
  1568. A complex array of focusing devices and arcane machinery that channels the power of your mind into a devastating blast of energy.
  1569. The only draw back is that its mentally fatiguing and over-use drives the user insane.
  1570. The device can be installed anywhere on your body.
  1571.  
  1572. 300 CP
  1573. Rocket Pack
  1574. An honest to god rocket pack.
  1575. It has about a thirty second cool down time and you can't really fly with it but you can make long distant jumps. Landing can be jarring but if you time your bursts right, you can chain them pretty quick.
  1576. Attaches to or is built into your Torso.
  1577.  
  1578.  
  1579. Treasures
  1580. Though Dolls may be dead, they are still girls.
  1581. 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.
  1582. A precious fragment of the past.
  1583. A keepsake of utmost cuteness.
  1584. So long as you keep it close, your heart is at ease.
  1585. But were it to be broken... your heart would break as well.
  1586.  
  1587. Treasure Table
  1588. 01
  1589. Photograph
  1590. A photograph taken when civilization still existed. A fragment of happiness cut short. Perhaps it's you from when you were alive...
  1591. 02
  1592. Book
  1593. An old, tattered and filthy book. A book you've read time and time again, until now, words you know not the meaning of are engraved into your memory.
  1594. 03
  1595. Undead Pet
  1596. You can't imagine why it was made, but you have a rare zombie such as a kitten, crow, or mouse. With it around, you'll never get bored.
  1597. 04
  1598. Broken Part
  1599. The object of your Fetter is a body part. It was part of you, long ago. Carrying around body parts that you can't use is a rather human habit, isn't it?
  1600. 05
  1601. Mirror
  1602. You have a small hand mirror. You've made use of it many times. You might not like the face reflected in it, but the reflection itself is precious to you.
  1603. 06
  1604. Doll
  1605. A rather cute-looking doll. Perhaps it's broken somehow, just like you are?
  1606. 07
  1607. Stuffed Animal
  1608. A cute stuffed animal. But you've had it for so long and carried it into so many fights, it's already...
  1609. 08
  1610. Accessory
  1611. A ring, necklace, or another accessory that sparkles prettily. But to you, it has value beyond its beauty...
  1612. 09
  1613. Basket
  1614. A basket in which you put debris you find amongst the wasteland. Just what is inside... is something only you know.
  1615. 10
  1616. Cute Clothes
  1617. Though your body may become horribly twisted, the cuteness of the clothes you wear is forever the same. As long as you wear them, your heart will stay the same as well.
  1618.  
  1619.  
  1620.  
  1621. Fetters
  1622. Though your Doll is complete, there is one section on your character left.
  1623. These are your Fetters.
  1624. 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.
  1625. 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.
  1626. 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.
  1627. 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 can withstand 3 Madness Points. Please mark off these Madness Points upon the character sheet.
  1628. You're now ready to start playing.
  1629.  
  1630.  
  1631.  
  1632.  
  1633.  
  1634.  
  1635.  
  1636.  
  1637. DRAWBACKS
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