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.

Dolls' 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.

Premonitions
As game sessions take plasce, the 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.

Please select from the ten possibilities below, or roll a d10 to decide.

The Function of Premonitions
Premonitions do not result in any contraint 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.

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.
 * Holic: Irregulars whose egotistical desires have driven them to madness.
 * Automaton: Combat Dolls who have suppressed their selves in order to avoid suffering.
 * Junk: Veteran Dolls who have given up countless things, yet refuse to let go of it all.
 * Court: Tactical Dolls who analyze the situation calmly and make sound decisions.
 * 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.


 * Stacy: Dedicated and immortal, these girls are stout defenders.


 * Thanatos: Goddesses of the battlefield who excel at close combat.


 * Gothic: Predators who engage in the heresy of cannibalism.


 * Requiem: Gun-using Dolls who are dedicated to ranged combat.


 * Baroque: Bizarre girls whose bodies are twisted by mutatations.


 * Romanesque: Rotting princesses who dance with unparalleled grace.
 * Psychedelic: Girls with incomprehensible paranormal abilities.

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.

The Function of Skills
For a detailed explanation of Skills, please refer to the description of Maneuvers in the "Doll Parts" section.

You are welcome to select Skills based upon the mental image they evoke.

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.


 * Armaments: Weapons, guns and other offensive equipment. Frequently attached to the arms.


 * Mutations: Special bodily organs. They warp one's appearance, but possess great power.


 * Enhancements: Mechanical parts attached to the body, often made of metal or plastic.

First, add up the Reinforcement Points from your Main Class and Sub Class.

Then add a single point to a category of your choice.

You now know your Doll's Reinforcement Points.

A newly created Doll should have a total of 5 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.)

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.)

The Function of Reinforcement Parts
For a detailed explanation of Reinforcment Parts, please refer to the description of Maneuvers in the "Doll Parts" section.

You are welcome to select Skills based upon the mental image they evoke.

Recommended Reinforcement Parts
It's advisable to start with at least 1 Reinforcement Part that is capable of performing an attack.

Parts that modify your Maximum Action Points are also extremely valuable.

Treasures
Though Dolls may be dead, they are still girls.

They each possess a single trinket as girls would.

These are precious belongings where the 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.

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.

Name and Age
The final step is to decide your name and age.

Dolls are all female for the most part, so it's not necessary to specify your gender.

Your name can be a nickname, a Japanese name, a foreign name, a number, or anything you like.

Since you're all made from corpses, often from who knows where, it doesn't have to make sense.

Names are often bestowed upon you by the Necromancers.

Don't worry yourselves over them.

"Age" refers to the age you were when you died, and is usually between 8 and 17.

If you're unsure, roll a d10 and add 7 to the result.

This is the age of your doll.

Once you've decided these, your Doll is complete.

Dolls are Girls
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.

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 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 maintaning 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 can withstand 3 Madness Points.

Please mark off these Madness Points upon the character sheet.

You're now ready to start playing.