HailFire

Suffering 101

Jun 27th, 2019
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  1. CHARACTER SHEET
  2. Name:
  3. Age:
  4. Premonition:
  5. Position/Class/Subclass:
  6. Starting Zone:
  7. Total Body Integrity: 12/12
  8. AP: 9/9
  9.  
  10. ARM: 0 / MUT: 0 / ENH: 0
  11.  
  12. HEAD: 3/3
  13. -Brain [Timing: Auto/Cost: None/Range: None] - Maximum Action Points +2.
  14. -Eyeballs [Timing: Auto/Cost: None/Range: None] - Maximum Action Points +1.
  15. -Jaw [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1
  16.  
  17. ARMS: 3/3
  18. -Fists [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1.
  19. -Forearm [Timing: Check/Cost: 1/Range: 0] - Support 1.
  20. -Shoulders [Timing: Action/ Cost: 4/Range: Self] - Move 1.
  21.  
  22. TORSO: 3/3
  23. -Spine [Timing: Action/Cost: 1/Range: 0] - One Maneuver you use on the next Count during this Round has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  24. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  25. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  26.  
  27. LEGS: 3/3
  28. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  29. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  30. -Foot [Timing: Check/Cost: 1/Range: 0] - Hinder 1.
  31.  
  32. SKILLS:
  33. P1:
  34. C1:
  35. C2:
  36. S1:
  37.  
  38. Fragments of Memory: 2
  39. 1
  40. 2
  41.  
  42. Fetters:
  43. Treasure: Dependent (X) (X) (X) ()
  44. -------------------------
  45.  
  46. CHARGEN (Premonition, Treasure, and Fetter tables + links to Positions and Classes here: https://nechronica.miraheze.org/wiki/Doll_Creation)
  47. Name + Age (1d10+7 or choice)
  48. Premonition (1d10 or choice)
  49. 2 fragments of memory (d100 memory table here: https://nechronica.miraheze.org/wiki/Fragments_of_Memory, but you can pick or make up your own)
  50. Choose Position and 1 Skill from Position
  51. Choose Primary Class and 2 Skills from Primary Class, + gain Primary Class's Reinforcement Points
  52. Choose Secondary Class and 1 Skill from Secondary Class + gain Secondary Class's Reinforcement Points
  53. Add 1 Reinforcement Point to a category of your choosing and gain 1 Treasure part (roll or choose)
  54. Spend Reinforcement Points (Reinforcement Parts must be in sequence and be 'supported' by previous tier E.X.: T1 -> T2 -> T3, not T1 -> T3; T1 -> T1 -> T2 -> T2 -> T3, not T1 -> T2 -> T2 -> T3 -> T3)
  55. Starting Zone (Eden/Elysium/Limbo)
  56. Fetters for each other PC (1d10 or choice toward each), each with three madness.
  57.  
  58. -------------------------
  59.  
  60. GUIDE
  61. >Premonition
  62. Mostly fluff. Clues to a Doll's original life and memories.
  63.  
  64. >Position
  65. A Doll's role in a party-- Each Doll should have a different Position. They are:
  66. --Alice (support, tries to prevent allies from going mad)
  67. --Automaton (tough, at the expense of her own body)
  68. --Court (strategic, helping allies and hindering enemies in battle)
  69. --Holic (offensive, takes madness to go HAM on enemies)
  70. --Junk (well-rounded, endurance focus)
  71. --Sorority (tactical, leader archetype)
  72.  
  73. >Class
  74. Determines your skils and Reinforcements. You get a primary class and a secondary class-- picking the same class twice limits your selection of skills, but allows you to get that class' Special Skill. Ideally, each Doll should have a different Primary Class. They are:
  75. --Baroque (mutation focused combat monster)
  76. --Gothic (cannibalistic regenerator)
  77. --Psychedelic (from the expansion: more fragile than other classes, but has powerful casting abilities and can continue to fight after being Annihilated)
  78. --Requiem (armament focused ranged dakka shoota)
  79. --Romanesque (enhancement focused and mobility-based, with various support skills)
  80. --Stacy (meat shield who sacrifices her own body to protect the party)
  81. --Thanatos (melee fighter focused on assassinating tough enemies or wiping out Legions)
  82.  
  83. >Starting Zone
  84. There are five Zones on the Stage of Battle during the Battle Phase of the session: Eden (friendly/far), Elysium (friendly/mid), Limbo (no man's land), Hades (enemy/mid), and Tartarus (enemy/far). You can choose any of the first three to be automatically deployed to when combat starts, depending on your build, and you can change this freely outside of combat. Dolls in Eden can take a special movement action to flee the battle, abandoning spoils and the wounded.
  85.  
  86. >Total Body Integrity
  87. Your total number of body Parts, both Basic and Reinforcement. Since undead Dolls are incredibly difficult to destroy, you aren't Annihilated until this reaches 0, though the party will be wiped out if no Doll has any remaining parts that allow them to move or act.
  88.  
  89. >AP
  90. Action Points. The base is 6, but your basic Parts (Brain and Eyes) give you an automatic +2/+1 (respectively) as long as they're undamaged. A higher AP cap lets you act sooner in the round and more frequently.
  91.  
  92. >Reinforcement Slots
  93. ARM/MUT/ENH: Armaments (physical weapons), Mutations, and Enhancements (cybernetic parts). Typically, you'l start out with at least 5: 2 from each Class (or 1 from Psychedelic), +1 assigned to any category you wish, plus any additional slots you gain from Skills. More slots in one category lets you get more powerful reinforcements from that category, though you cannot ever have two Reinforcement Parts of the same name.
  94.  
  95. >Hit Locations
  96. All of your Parts are contained in four hit locations: Head, Arms, Torso, and Legs. Parts double as both hit points and abilities: When you take damage to a hit location, you choose a number of Parts in that location to disable. Some Reinforcements are applied to specific hit locations, while others can be applied to any hit location. Attacks with the Dismember property force a saving throw-- if failed, they damage every Part in the target hit location.
  97.  
  98. >Skills
  99. Abilities independent of your Parts. You start with 1 skill from your Position, 2 from your Primary Class, and 1 from your Secondary Class (plus the Special Skill if you pick the same class twice).
  100.  
  101. >Fragments of Memory
  102. Remembered scraps from a previous life. Not quite fluff, because if a fragment of memory (or undamaged Part) is relevant to an obstacle you run into, the Necromancer might give you a bonus to the roll. You can only recover as many points of Madness in a Phase as you have Fragments (maximum 6).
  103.  
  104. >Fetters
  105. Attachments to the (un)living world. You start with a Fetter to Treasures (which are a special type of Part) and to each of your Sisters (other Dolls in the party); you might be able to gain additional Fetters to people you meet at the Necromancer's discretion.
  106. Each Fetter starts with 3 of 4 Madness points in it. Madness points can be removed by Conversation checks, specific skills, and Treasures, and are gained by awful things happening to and around you (including combat) and by certain maneuvers. If a Fetter fills completely, it enters a Madness State, and gives you a debuff-- if all of your Fetters fill, and you gain any further Madness, you become Broken-Hearted. This doesn't do anything by itself, except prevent other Dolls from trying to heal you with Conversation, but if the entire party becomes Broken-Hearted, they're wiped out, reduced to little more than mad corpses wandering the wasteland.
  107.  
  108. >Treasure
  109. A deeply precious item. It counts as a Part, and can be attached to any hit location, but if it's damaged, it is immediately and irrevocably lost and puts a point of Madness in the 'Dependent on Treasure' Fetter. If the Treasure survives the Battle Phase, however, you may remove a Madness point from a Fetter of your choice for each Treasure you own (up to the Fragments/Phase limit). You may be allowed to turn objects you find into Treasures at the Necromancer's discretion, but they all share one Fetter.
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