A few representative enemies have been shown.
However, by combining parts and skills in countless ways it's possible to make enemies other than these.
When you've been playing for a long time, the Dolls will know their enemies well and the sense of tension that comes from the unknown will be lost. At that time, the Necromancer must construct new enemies.
Below are explained the rules for constructing new enemies.
Legions, Horrors, and Savants are all constructed in different ways, but have some parts in common. This will be explained below.
Many of the Necromancers are not military personnel or tacticians, but distorted artists. The original creations must have some kind of 'commitment' behind them. Rather than seeking just 'Strength', if you put design quirks in it, the impression of their creator will be engraved deeply into the hearts of the Players. There is no need to be entirely serious in battle.
So when designing creations, NC can change the name and appearance and layout of existing parts and skills freely. If you change the name and effect, you can see that the data looks like a completely unknown ability even when it is the same thing. An exception is that if you change the part name, you cannot have the same thing. For example, if a "Zombie" has the unique part "Leap" it cannot have "Biting Jaw" if these parts are exactly the same in function. It is important to decide the 'name' of the creation. itself, although it may be an individual name if it is a Savant, but still a generic name according to ability. Think about it and the depth of the session will increase.
Adding Parts to an enemy to strengthen them will increase their Threat Level at a specified rate. This rate is listed below.
One can also freely exchange parts from basic enemies for others or add new parts to them. In this way, existing Undead can be strengthened or changed to create different enemies.
Legions, Horrors and Savants all have further details to their method of creation as explained later.
If a enemy you've created has a Threat Level ending in .5, don't drop the remainder. Please adjust it to an integer by adding a part worth 0.5 or 1.5.
The Necromancer may remove base Savant and Horror parts, subtracting their Threat Levels from the base Threat Level.
Part Rate Table
|Threat Level 0.5||Jaw, Shoulder, Fist, Entrails|
|Threat Level 1||Eyeball, Arm, Spine, Bone, Leg|
Part equivalent to a Treasure
|Threat Level 1.5||Brain|
Tier 3 Reinforcement Parts (except as listed below)
|Threat Level 2||Enemy Exclusive Parts|
Class Special Skills
|Threat Level 3||Zombie Bomb (Tier 2 Enhancement)|
- Warning: Attack Maneuvers that cause Area Attacks add 0.5 to the Threat Level. This adjustment has already been made to Enemy Exclusive Parts.
- Warning: An Enemy cannot possess the same Part twice, with the exception of Entrails (maximum 3) and Bones (maximum 2.)
- Warning: Legions and Horrors cannot acquire Parts whose effects relate to Locations (such as Gauntlet and Quadruple Amputee.)
Parts Enemies Cannot Acquire
There are some Parts and Skills that are permitted to Dolls, but not Enemies. These are listed below.
- Maneuvers with the effect "Stagger"
- Instantaneous (Thanatos Skill)
- Extreme Mutation and Clockwork (Baroque and Romanesque Skills)
- Things related to Conversation Checks (such as Alice's "Maiden")
- Things with Madness Points as their Cost (such as Holic's "Impulse")
- Things that only have effects outside of battle (such as Court's "Composure")
- Skills belonging to Doll Positions (which makes some of the above examples redundant)
Horrors are the simplest type of enemy to create. A basic Horror has Threat Level 1, and can have parts added to it or changed. It's also simple to remodel an existing Horror.
Below are the specifications of a basic Horror.
- Threat Level 1
- Maximum Action Points 8
- Tier 1~2 Enhancement
The listed Maximum Action Points take into account the Brain. Without the Brain, it has only 6 Maximum Action Points. Be careful.
However, one cannot create a Horror with Threat Level 1. Horrors must have a minimum of Threat Level 2.
When you've settled on the story of your scenario to some extent, you'll have to create a Savant. It's the role of the Savant to provide exposition on the setting of the scenario and the twisted world is takes place in. For the sake of creating a drama all your own, try creating a Savant twisted by madness. A basic Savant has Threat Level 2, and can have parts added to her or changed. Below are the specifications of a basic Savant.
- Threat Level 2
- Maximum Action Points 9
- Head: Brain, Eyeballs, Jaw
- Arms: Fist, Arm, Shoulder
- Torso: Spine, Entrails, Entrails
- Legs: Bone, Bone, Foot
The listed Maximum Action Points take into account the Brain and Eyeballs. Without the Brain and Eyeballs, she has only 6 Maximum Action Points. Be careful.
Unlike Dolls, Savants can have their Basic Parts moved to different locations. But, at the time they're repositioned, one should consider whether to rename them. For example, the Eyeballs could be be moved to the legs. Using different Parts with the same effect is fine too.
In conclusion, we do not recommend creation of Legions often. Even if you change the name, parts name or description of an existing Legion, you should be able to create enough variations. When you want a strong enemy it is better to create it as a Horror than to strengthen Legions. The role of Legion is to strictly serve as fodder to strengthen the pleasure of battle.
If you increase the number of extremely strong Legions and use them, the battle will become boring. (Because there is no weakening them by dealing damage). There is a Legion for each situation and Threat Level. Use them.
Let's make a new Legion. The following is the method of making a Legion. The basic is "Zombie". There is no weaker Legion than "Zombies.". The other Legion is an enhancement type of "Zombie" to the last. The basic Action Points is 8 instead of 6. To add a part, you will need twice the normal Threat. However, all the parts that zombies initally have are Threat Level 1 as usual.
Legions do not obtain parts, so you can increase Action Points by 1 by increasing threat by 1.
In the campaign's climax there will be a confrontation with the Necromancer. Some Necromancers place themselves in battle, others will be easily defeated if their guardians fall. Here we do not post concrete data of the Necromancer nor do we decide how to create it. However the Necromancer who appears on battle himself should be a formidable foe, full of power and madness. It may be a Horror or a Savant who has a threat level of at least 20. It is completely arbitrary what kind of data it will have. Choose skills and parts that are suitable for fully repaired Dolls to fight against and give them a serious battle.
You have created the Necromancer that is suitable for your incarnation. The Necromancer can also be applied to regenerate itself and return to battle as a Savant enemy can. However, as a result of sufficient excitement and drama, if it is defeated then perhaps the Necromancer should be left destroyed. One recommended idea is that the Necromancer is already destroyed and the world remains full of despair. There are lots of Necromancers out there as well. Even to the extent that you have defeated your own creator, the seed of despair will not go away so easily.