The Necromancer's Minions

Rarely do Necromancers deign to reveal themselves to the Dolls.

Instead, they oppose them with minions of their own.

When the Necromancer designs the scenario, they may only use minions of a given Threat Level.

Each Session contains a single battle.

Therefore, the Threat Level is the combined strength of all the enemies in that Session.

The section below describes a variety of enemies for the Necromancer to use.

= Types of Enemies =

Enemies are broadly divided into three types.

Be warned that damage processing during battle is treated quite differently amongst them.

Legions
Necromancers' cannon fodder.

Without any will of their own, they blindly follow orders.

Outside of battle, they are used for physical labor.

Since they exist in great numbers, Legions are thrown into many battles.

As they mow down countless Legions in a single blow, the Dolls will truly realize what special existences they are.

The Threat Level written for a Legion typically represents 5 of their number.

A single Legion has no Location, no Parts, and will be destroyed by only 1 point of damage.

All Legions in the same area are treated as a single enemy (if there are ten of them, they will perform a single attack, not ten) and only when they are all destroyed do they cease to act.

In other words, regardless of the hit Location, a Legion which does not receive at least 5 points of damage will continue to act.

The usual effect of Dismemberment or Explosive attacks do not apply to Legions - instead, these properties double the damage they receive from attacks.

In addition, Area Attacks against the Area they are in will also double the damage they receive (an attack that is both Explosive and an Area Attack will do 4 times the damage.)

"Defend" Maneuvers take place after the damage multipliers have been applied.

However, Maneuvers that negate "Dismember", "Explosive" and such effects will cancel the multiplier of those effects.

In certain circumstances, hordes of Legions may perform an action known as "Confluence."

When "Confluence" is performed, the side with the higher Action Points may perform an additional Action Maneiver.

However, "Confluence" is performed at the end of the current Count.

"Confluence" will not affect the number of Legions as considered for Attacks performed during the Count.

In addition, Legions preparing in Confluence cannot move unless both move at the same time.

Legions cannot escape from battle.

Example: In Limbo there are 15 Zombies, while in Hades there are 10.

The Zombies in Limbo are hit by a Katana with a die roll of 11. They take (Damage 1 + Critical Hit Bonus 1) x (Dismember Multiplier 2) = 4 damage.

There are now 11 Zombies remaining in Limbo.

When the Count reaches the Zombies' Action Points, the Zombies in Limbo use their 'Rend' attack on a Doll, while the Zombies in Hades shamble into Limbo.

As it was performed on the same Count, the attacking Zombies have not yet Confluenced, but are treated as being 11 in number for the purposes of their Rend attack.

With 11 Legions, "Rend" has an effect of "Unarmed Attack 1 + Chain 1."

After the Zombies have completed their movement from Hades, there are 21 of them.

Now that the two Legions have Confluenced into a single mass of 21, their attack has the property "Chain 2."

As the Action Point costs of "Rend" and "Shamble" differ, the Action Points remaining after Confluence are the higher of the two.

Horrors
Horrors are undead, mutants or robots given powerful augmentations for battle.

Dolls who have gone completely mad are often turned into Horrors.

While no more self-aware than beasts, Horrors have many abilities in combat.

Encountering one is sure to lead to conflict.

Horrors are easy to manage, even with several of them on the battlefield.

Suited to be mild threats and leaders of Legions, they are not as mighty as Servants but can be made fairly powerful.

Unlike Dolls, Horrors do not have Locations.

They are mere collections of Parts, and as long as an attack hits, the Necromancer will decide which of their Parts get damaged.

The usual effect of Dismemberment or Explosive attacks do not apply to Horrors - instead, these properties double the damage they receive from attacks.

"Defend" Maneuvers take place after the damage multipliers have been applied.

However, Maneuvers that negate "Dismember", "Explosive" and such effects will cancel the multiplier of those effects.

Horrors cannot escape from battle.

Savants
Undead who possess wills like those of humans, but who serve the Necromancers.

Although they take pride in their loyalty to the Necromancers, in truth they are no more than toys as well.

The fact that most are girls, like the Dolls, is evidence of this.

The Necromancers kindle their fervor in order to watch with amusement as they and the Dolls crush each other.

Savants are the only type of enemy able to converse with the Dolls.

They make excellent villains and are suited to be the mastermind of any Scenarios.

Savants may confront the Dolls numerous times, as they are able to escape afterwards.

Of course, if they are destroyed, they can also be rebuilt or recreated.

As they were dead in the first place, even if one wipes out every last trace of a Savant, it's easy for the Necromancer to create a duplicate.

Savants have much in common with Dolls.

Though they do not have Madness Points or Fetters, Dolls can use them as the target of Conversation Checks.

If by holding a conversation the Dolls are communicate something to them, the Necromancer may allow the Dolls to form Fetters towards them.

This is particularly suitable for Campaigns, where holding conversations with Savants may be an important means of removing Madness Points.

Just like Dolls, Savants can attempt to Escape if they are in Tartarus.