Enemy Data
Spirit Attacks[edit]
These occur in much the same way as do normal attacks. However, if they hit, in place of taking X damage the target Doll receives X madness points (They do not take any normal damage. Thus, Spirit Attacks do not create a "Damage" Timing.) The player of the Doll that was hit can choose to add the Madness Points to any Fetter they wish. A Critical Success does not increase the amount of Madness Points inflicted.
Legions[edit]
Zombie[edit]
Threat Level | 1 per 5 | Maximum Action Points | 8 |
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Rend | [Action/2/0] Unarmed Attack 1 + Chain Attack (Number of Zombies in the same Area divided by 10) (Round down) | ||
Shamble | [Action/3/Self] Move 1 | ||
Mob | [Rapid/0/0] Hinder Move 1 | ||
Possessing no Reinforcements at all, these are the most basic of the Undead. Because they were made in such enormous quantities, they can be seen everywhere. Tactics: The advantage of using zombies is their low cost. A number of zombies can be expected to work well. [Mob] in particular can be expected to cost Sisters their moves. It also makes sense to place them in two areas. If placed in "Hades" or "Limbo" it can block access to "Tartarus". Don't expect too much from their attacks, think of them as disposable shields. |
Soldier[edit]
Threat Level | 2 per 5 | Maximum Action Points | 8 |
---|---|---|---|
Simultaneous Fire | [Action/3/0~1] Shooting Attack 2 + Chain Attack (Number of Soldiers in the same Area divided by 10) (Round down) | ||
Shamble | [Action/3/Self] Move 1 | ||
Mob | [Rapid/0/0] Hinder Move 1 | ||
Zombies equipped with the most basic combat knowledge and gear. Their fighting power in a group should not be underestimated.
Tactics: The overwhelming nature of firepower is also quite costly. Soldiers consume a lot of Threat and Action Points and should not be placed so that they are easily destroyed. It's normal to place them in multiples so that the Dolls do not know which group to attack. "Hades" is a good choice if another Legion is placed in "Limbo". If the Sisters are used to them, then try placing Soldiers in "Eden". Even if they are not a powerful force, they are still a sufficient threat.
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Nightmare[edit]
Threat Level | 2 per 5 | Maximum Action Points | 8 |
---|---|---|---|
Moan | [Action/3/0] Spirit Attack 1 + Chain Attack (Number of Nightmares in the same Area divided by 10) (Round down) | ||
Shamble | [Action/3/Self] Move 1 | ||
Mob | [Rapid/0/0] Hinder Move 1 | ||
A self destructive Doll or a failed Savant. Their existence is a spiritual torture for a Doll to behold.
Tactics: The existence of a Nightmare stands out as the battle is prolonged. There are many chances for Sisters to take Madness Points and as time goes on, the effects of [Moan] increase. To put it the other way around, a Nightmare can't show it's true value to an overpowered Sister. It will be needed to somehow scatter all your Pawns to avoid having them destroyed. In this case, Nightmare can be used as a shield to attract careful player attacks.
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Witch Bird[edit]
Threat Level | 2 per 5 | Maximum Action Points | 9 |
---|---|---|---|
Peck | [Action/2/0] Unarmed Attack 1 + Chain Attack (Number of Witch Birds in the same Area divided by 10) (Round down) | ||
Flap Wings | [Action/2/Self] Move 1~2 | ||
It is not uncommon for wild birds to be indiscriminate in their attacks upon the undead.
Tactics: The advantage of the Witch Bird is their high Action Points and mobility. For this reason, they are suitable for moving against the Dolls aggressively, rather than being a stationary wall. If the Witch Birds are able to fly into the back row and attack the Dolls there, it will be enough. Witch Bird mobility may also be useful for [Carrion Shield] and [Dead Fusion]. Losing them is not significant. |
Swarm (Garden of Stories)[edit]
Threat Level | 2 per 5 | Maximum Action Points | 9 |
---|---|---|---|
Reckless Attack | [Action/3/0] All units in the same area, except you, take 1 damage (This attack cannot be defended against). | ||
Swarm | [Action/3/Self] Move 1 | ||
A great tide of vermin such as carnivorous insects or mutant rats.
Tactics: Because it does not require attack checks and causes unstoppable damage, this is a very useful Pawn for the NC. Place it in "Limbo" or "Elysium" and frustrate the Dolls. Please note that this damage is taken regardless of what the Dolls can do. It is not an "Area" attack. Be careful about "Move" effects such as [Wire Reel] and [Boost]. If the Swarm is pushed away into other areas, moving back to a position to continue harassing the Dolls becomes a priority. |
Horrors[edit]
Ghoul[edit]
Threat Level | 2 | Maximum Action Points | 8 |
---|---|---|---|
Biting Jaws | [Action/2/0] Unarmed Attack 2 | ||
Bone | [Action/3/Self] Move 1 | ||
Distorted Arm | [Auto/0/Self] +1 to hit with unarmed attack maneuvers. | ||
Brains | [Auto/0/Self] +2 Action Points. | ||
Intestines | [Auto/0/Self] None. | ||
Many ghouls are formed from the Undead who feed upon other Undead.
Tactics: Although it is an inexpensive Pawn, it packs a punch. For Sisters who do not have "Area" attacks a full line of Ghouls is a serious threat. On the other hand, if there is an "Area" attack with enough power all the Ghouls will be wiped out. It is necessary to fight while avoiding annihilation by using multiple maneuvers by spreading out. A "Hinder" type Pawn that counters the "Support" on the Doll side can also be effective.
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Sniper[edit]
Threat Level | 3 | Maximum Action Points | 8 |
---|---|---|---|
Sniper Rifle | [Action/2/2-3] Shooting Attack 1. Add +1 to the die roll of the Attack Check. | ||
Bone | [Action/3/Self] Move 1 | ||
Scope | [Check/0/Self] Support 2. Use this Maneuver only when making a Shooting or Blast Attack. | ||
Hand of Death | [Rapid/0/Self] You may use an Attack Maneuver of your choice as if its Timing were "Rapid". | ||
Brains | [Auto/0/Self] +2 Action Points. | ||
Intestines | [Auto/0/Self] None. | ||
A dead Soldier equipped with a Sniper Rifle is an excellent support role in combat.
Tactics: Best placed in "Tartarus". If a Sister is going to use a powerful attack, interrupt them with [Hand of Death]. Don't forget to use [Scope] if you land a good hit. If you do this, the Sniper won't be dismissed as a weak Horror. Experienced Dolls can easily move to "Tartarus". If you have reached that point, you may want to place a Sniper in "Eden".
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Hound[edit]
Threat Level | 3 | Maximum Action Points | 9 |
---|---|---|---|
Saberteeth | [Action/2/0] Unarmed attack 2 | ||
Animal Legs | [Action/2/Self] Move 1-2 | ||
Strengthening Spinal Cord | [Auto/0/Self] +2 Action Points. | ||
Tail | [Auto/0/Self] +1 Action Points. | ||
Intestines | [Auto/0/Self] None. | ||
Military Undead dogs. Their semi-mechanical bodies strengthen their ability to attack their prey.
Tactics: The role of the Hound is to attack with high Action Points and movement. Above all, it is important to place it in "Hades" and instantly reach the back row of the Dolls. If you put the enemies for the main battle in Limbo, the Hounds can make it there very quickly.
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Dobsonfly[edit]
Threat Level | 3 | Maximum Action Points | 8 |
---|---|---|---|
Mandibles | [Action/2/0] Unarmed attack 2 | ||
Wings | [Action/2/Self] Move 1-2 | ||
Extra Wings | [Rapid/0/0] You may perform one Action manuver of your choice as if it's timing were "Rapid" | ||
Exoskeleton | [Damage/0/Self] Defend 1 | ||
Central Nervous System | [Auto/0/Self] +2 Action Points | ||
Entrails | [Auto/0/Self] None. | ||
An outstanding insect often seen flying in groups. A three meter long carnivorous cockroach.
Tactics: The Dobsonfly doesn't have many action points. Their true value lies in placement control. With the use of [Wings] and [Extra Wings], the original deployment of these monsters can be changed to something unexpected in an instant. Don't forget to use [Exoskeleton]. A Dobsonfly has only a few parts and can easily be defeated. Use it as soon as they take damage.
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Butcher[edit]
Threat Level | 4 | Maximum Action Points | 8 |
---|---|---|---|
Big Knife | [Action/2/0] Melee attack 2 | ||
Bone | [Action/3/Self] Move 1 | ||
Armour Skin | [Damage/0/Self] Defend 1 | ||
Super Strength | [Auto/0/Self] Melee Attack Damage +1 | ||
Brain | [Auto/0/Self] +2 Action Points | ||
Entrails | [Auto/0/Self] None. | ||
Entrails | [Auto/0/Self] None. | ||
Entrails | [Auto/0/Self] None. | ||
A giant Undead type used in melee. It uses a huge butcher knife to destroy it’s opponents.
Tactics: Although the Action Points are low, it can attack repeatedly at low cost due to [Big Knife]. Use the three [Entrails] and [Armour Skin] to stay in action. Anyway, even if one or two are damaged before they can start attacking, the Threat Level is low, so it's not a big loss. Aim to attack as soon as possible.
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Lift Vice[edit]
Threat Level | 4 | Maximum Action Points | 9 |
---|---|---|---|
Grip Vice | [Action/3/0] Unarmed attack 3 | ||
Caterpillar Treads | [Action/3/Self] Move 1 | ||
Motor Gear | [Damage/1/Self] Use this Maneuver only when you deal damage. Add +2 to the damage for an Unarmed Attack. | ||
Reinforced Armour | [Damage/1/Self] Defend 2 | ||
Main Motor | [Auto/0/Self] +2 Action Points | ||
Sub Motor | [Auto/0/Self] +1 Action Points | ||
Armour Plate | [Auto/0/Self] None. | ||
Armour Plate | [Auto/0/Self] None. | ||
Relying upon internal biological engines to operate, this is a machine of tenacious attack and defence.
Tactics: Since the Threat Level is not so high, make them appear in good numbers. Use [Reinforced Armour] to withstand attacks. By using [Motor Gear] it can deal great damage, over 5 points. Once the players have had a good taste of this, they should be more careful if they fight Lift Vice again in the future. If so, you can use it as a distraction to cover other threats.
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Matango[edit]
Threat Level | 4 | Maximum Action Points | 8 |
---|---|---|---|
Parasite Spore | [Action/2/0-1] Shooting Attack 1+ Explosive, +1 to attack check | ||
Staggering Legs | [Action/3/Self] Move 1 | ||
Corpse Mushroom | [Check/0/0] Hinder 2 | ||
Immovable | [Auto/0/Self] [Stagger] and [Move] effects can be negated | ||
Reflex Movement | [Auto/0/Self] +2 Action Points | ||
Mushroom | [Auto/0/Self] None. | ||
Mushroom | [Auto/0/Self] None. | ||
Parasitic mushrooms that grow in the bodies of the Undead. It draws closer in response to moving objects.
Tactics: Although it looks very strange, it is an excellent all-rounder who can handle midrange battles. The resistance to "Stagger" and "Move" is helpful. If you put it in "Limbo", it can suitably harass the players. Modifications to attack checks can increase it's performance. [Parasite Spore] has an "Explosive" effect, so if even a single point of damage is caused, it will inflict more damage upon the Dolls.
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Mad Gasser[edit]
Threat Level | 5 | Maximum Action Points | 8 |
---|---|---|---|
Decomposing Gas | [Action/3/0-1] Shooting Attack 1+ Area | ||
Bone | [Action/3/Self] Move 1 | ||
Auto Control Equipment | [Auto/0/Self] During the Battle Phase, if your Parts are damaged, you may continue to use Maneuvers they enable until the end of the Turn. | ||
Counter Attack Equipment | [Auto/0/Self] The damage of an Area Attack is negated. | ||
Brain | [Auto/0/Self] +2 Action Points | ||
Guts | [Auto/0/Self] None. | ||
Guts | [Auto/0/Self] None. | ||
The poison gas it sprays is deadly enough to destroy an undead body.
Tactics: This Pawn is most effective when deployed wisely. If you place them in "Limbo", "Hades" and "Tartarus" they can spray [Decomposing Gas] to all areas apart from "Eden". Mad Gasser himself does not suffer damage from "Area" attacks due to [Counter Attack Equipment].
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Bulbhead[edit]
Threat Level | 5 | Maximum Action Points | 8 |
---|---|---|---|
Talon | [Action/2/0] Unarmed 2 | ||
Bone | [Action/3/Self] Move 1 | ||
Zombie Bomb | [Auto/None/0] When this Part is damaged in Battle Phase, a Blast 2 + Explosive + Area attack with a Check value of 8 occurs against yourself. | ||
Floater | [Auto/0/Self] Every Unarmed and Melee 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.) | ||
Brain | [Auto/0/Self] +2 Action Points | ||
Guts | [Auto/0/Self] None. | ||
A semi-floating undead filled with explosive, flammable gas.
Tactics: The main point of this Horror is [Zombie Bomb]. Let's generate the self-destruct effect by being willingly caught in "Area" attacks from our own allies, such as the Mad Gasser. It is recommended to give players a chance to defeat them by ranged attacks, or set a victory condition other than "Annihilate the enemy." Also, it is not recommended to use too many of them.
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Banshee[edit]
Threat Level | 6 | Maximum Action Points | 10 |
---|---|---|---|
Song of Insanity | [Action/3/0] Spirit Attack 1 + Area Attack | ||
Bone | [Action/3/Self] Move 1 | ||
Curse Hair | [Check/0/0] Support or Hinder 1 | ||
Desperate Struggle | [Check/1/0-1] Hinder 1 | ||
Brain | [Auto/0/Self] +2 Action Points | ||
Eyes | [Auto/0/Self] +1Action Points | ||
Heart | [Auto/0/Self] +1 Action Points | ||
Guts | [Auto/0/Self] None. | ||
Guts | [Auto/0/Self] None. | ||
Due to the cruelty of the Necromancer, this Doll’s sanity has been completely crushed.
Tactics: Rely heavily upon [Song of Insanity]. Even though it is an "Area" attack, it will only damage the Dolls and won't harm the other Pawns on the battlefield. Place it in "Limbo" from the beginning of the battle so you can use the song as soon as possible. Don't forget you have multiple means of hindering others. Don't miss the chance to make a Doll suffer a failure or a critical failure. Because it is often made a priority target, it is also excellent as bait. Make the Sisters focus on the Banshee while other threats close in.
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Drug Eater[edit]
Threat Level | 5 | Maximum Action Points | 10 |
---|---|---|---|
Flesh Whip | [Action/3/0-1] Unarmed Attack 2 + Chain 1 | ||
Bone | [Action/3/Self] Move 1 | ||
Embalming | [Check/2/0] Hinder 2. You may use this Maneuver any number of times per Turn, but only once per Check. | ||
Shared Vision | [Check/1/0-1] Support 2 | ||
Brain | [Auto/0/Self] +2 Action Points | ||
Eyes | [Auto/0/Self] +1Action Points | ||
Adrenaline | [Auto/0/Self] +1 Action Points | ||
An incomplete Savant. Existing only as a head, they try to complete themselves by robbing Dolls of their bodies.
Tactics: This Horror is all about sabotage. [Embalming] greatly restricts the actions of the Sisters. If you can cause a failure or a Critical Failure, then do so without delay. Of course, it's also important to hinder Critical Success attack rolls into normal successful attack rolls to lower the damage the Dolls deal. Think of it as a backup attacker. Hindering and Supporting can only do so much. For this reason, make sure the Drug Eater is at a safe distance to Support, Hinder and Attack from.
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Rafflesia[edit]
Threat Level | 6 | Maximum Action Points | 8 |
---|---|---|---|
Attack Tentacles | [Action/3/0-1] Unarmed Attack 2+Chain Attack 1 | ||
Pedipalp | [Action/3/Self] Move 1 | ||
Elastic Tentacles | [Check/0/0] Support or Hinder 1 | ||
Thick Meat | [Damage/1/Self] Defend 2 | ||
Capture Tentacles | [Rapid/1/0] Hinder Move 1 | ||
Rooted Limbs | [Auto/0/Self] May negate [Move] and [Stagger] | ||
Reflex Movement | [Auto/0/Self] +2 Action Points | ||
Petal | [Auto/0/Self] None. | ||
Petal | [Auto/0/Self] None. | ||
Carnivorous plant that blindly attacks moving objects. Their sharp tentacles are a big threat.
Tactics: This is an all-rounder that can be placed anywhere. No matter where you place it, you will be able to work reliably with attack, defence, support and hindering. Amongst it's parts, [Attack Tentacles] with the "Chain" attacks can be a great threat to dolls when combined with their range. The low Action Points is a weakness, but because it has many tools at it's disposal such as [Capture Tentacles], [Thick Meat] and [Elastic Tentacles] the positioning will not be wasted.
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Meat Shredder[edit]
Threat Level | 7 | Maximum Action Points | 9 |
---|---|---|---|
Shredder | [Action/2/0] Melee Attack 2+Dismember +1 to the attack roll. | ||
Tank Treads | [Action/3/Self] Move 1 Cannot be move hindered | ||
Scraper | [Check/1/self] Support 2 | ||
Front Armour | [Damage/0/Self] Defend 1 | ||
Rush | [Rapid/1/Special] This can be used only during a Movement Maneuver. If the Movement is successful, Unarmed Attack 3 against one target in either your current Area or the one you began the Movement in. | ||
Auto Balancer | [Auto/0/Self] May negate [Move] and [Stagger] | ||
Main Engine | [Auto/0/Self] +2 Action Points | ||
Sub Engine | [Auto/0/Self] +1 Action Points | ||
Armour Plate | [Auto/0/Self] None. | ||
A huge mincing machine that moves around with an organic engine and blends undead into shredded meat.
Tactics: This is a perfect Pawn for both attack and defence. [Shredder] with it's attack bonus and "Dismember" are both significant threats. "Support" with the [Scraper] and [Rush] attacks are also possible. This machine can resist a lot of various effects and a steady battle is certainly possible. However, the total number of possible attacks is not so large because each attack is so strong. The Meat Shredder is also vulnerable to effects like "Dismember" and "Explosive", so it is necessary to be wary about these effects.
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Teeth Bug[edit]
Threat Level | 9 | Maximum Action Points | 10 |
---|---|---|---|
Jaw of the Monster | [Action/3/0] Unarmed Attack 3 | ||
Arthopod | [Action/3/Self] Move 1 | ||
Mucus Mass | [Damage/1/0-1] Defend 1 | ||
Strengthening Exoskeleton | [Damage/1/Self] Defend 2 | ||
Rush | [Rapid/1/Special] This can be used only during a Movement Maneuver. If the Movement is successful, Unarmed Attack 3 against one target in either your current Area or the one you began the Movement in. | ||
Unconcern | [Auto/0/Self] During the Battle Phase, if your Parts are damaged, you may continue to use Maneuvers they enable until the end of the Turn. | ||
Bulk | [Auto/0/Self] May negate [Move] and [Stagger] | ||
Central Nerve | [Auto/0/Self] +2 Action Points | ||
Eyeball | [Auto/0/Self] +1 Action Points | ||
Eternal Hunger | [Auto/0/Self] +1 Action Points | ||
Entrails | [Auto/0/Self] None. | ||
An enormous insect. Low intelligence, burrowing monster that is over 10 meters long.
Tactics: The Teeth Bug is a heavy tank. Use [Unconcern] to stay on the stage as long as possible. Don't forget to make full use of it's defences and maneuvers. Keep standing up to many Dolls even down to the last Count. It's more important to keep pressure on the Sisters. If many Pawns are in one place, they are often targeted with "Area" attacks. It's a good idea to use [Rush] to quickly close the distance and start an attack.
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Fallen Warrior[edit]
Threat Level | 8 | Maximum Action Points | 13 |
---|---|---|---|
Noted Sword | [Action/2/0] Melee Attack 2+Dismember +1 to the attack roll. | ||
Bone | [Action/3/Self] Move 1 | ||
Armour | [Damage/1/0] Defend 1 | ||
Combat Sense | [Auto/0/Self] +1 to hit when performing Melee attack maneuvers. | ||
Brain | [Auto/0/Self] +2 Action Points | ||
Slaughter Instinct | [Auto/0/Self] +2 Action Points | ||
Adrenaline | [Auto/0/Self] +1 Action Points | ||
Reflex | [Auto/0/Self] +1 Action Points | ||
Heart | [Auto/0/Self] +1 Action Points | ||
Entrails | [Auto/0/Self] None. | ||
Undead for close combat warfare. Implanted with dynamic weapon skills and an upgraded body.
Tactics: 13 Action Points! This is an Action Point value that can move before most Dolls. If placed in "Limbo" then first strike with the [Noted Sword] is possible. Remember that it gains +2 for it's Attack Checks with the Sword and [Combat Sense]. This attack has a high chance of hitting and also causes the "Dismember" effect. Of course, it may be destroyed by Rapid attacks but it is not easy to destroy a particular part, allowing the Fallen Warrior to remain dangerous. Pawns in another area may give the Fallen Warrior ample chances to attack and attack again.
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Monster[edit]
Threat Level | 10 | Maximum Action Points | 10 |
---|---|---|---|
Arm of the Monster | [Action/3/0] Unarmed 3 | ||
Bone | [Action/3/Self] Move 1 | ||
Bolt Head | [Check/1/self] Support 2 | ||
Meat Shield | [Damage/0/0-1] Negate the effects of an attack. | ||
Armour Skin | [Damage/0/Self] Defend 1 | ||
Steel Bones | [Damage/1/Self] Defend 1 + Negate "Dismember" | ||
Strengthening Muscle | [Damage/0/Self] Defend 1 + Negate "Explosive" | ||
Limiter | [Auto/0/Self] When damaged, +2 to Action Points | ||
Brain | [Auto/0/Self] +2 Action Points | ||
Adrenaline | [Auto/0/Self] +1 Action points | ||
Reflex | [Auto/0/Self] +1 Action points | ||
Entrails | [Auto/0/Self] None | ||
Entrails | [Auto/0/Self] None | ||
Entrails | [Auto/0/Self] None | ||
Unbelievable giant Undead. They have a frightfully tough body.
Tactics: This is suitably one of the strongest basic Horrors and boasts high specs and durability supported by many Parts. It boasts high resistance to effects such as "Explosive" and "Dismember", and there is a sense of security that it will not be so easily defeated. It would be best to place this Pawn up front in "Limbo". However, the attack performance of the Monster is not so good against high defence. It can be said that it show it's true value when it is mainly acting on defence and supporting other attacking Pawns.
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Marionette (Dance of Distortion)[edit]
Threat Level | 3 | Maximum Action Points | 6 |
---|---|---|---|
Mind Collapse | [Action/2/0-1] Can only be used on Dolls without any Fetters in madness. Spirit Attack 1 | ||
Vector Deflection Membrane | [Auto/None/Self] Can ignore the effects of Explosive damage upon itself. However, if it makes a critical failure in an attack check, the damage dealt is doubled. | ||
Floater | [Auto/None/Self] Every Unarmed and Melee 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.) | ||
Unstoppable Convulsions | [Check/2/0] Support 1 | ||
Overwhelming Horror | [Check/2/0] Hinder 1 | ||
Floating | [Action/3/Self] Move 1 | ||
Girl's Body | [Auto/None/self] When this part gets damaged, the PC that damaged the part gains a Madness point. | ||
Dolls and Savants manipulated by ESP. Even if they are broken, they are still animated to fight.
Tactics: Although the Threat Level is low, it is a threat that cannot be ignored. A moderate arrangement of these Pawns is still a threat to the Sisters. Their Action Points may be low, but it is possible to deploy them in large numbers because they are cheap. Above all, their Supports and Hinders will make the battle go smoother for the Necromancer. Even if it is swiftly destroyed, it should be possible to cause Madness point gain due to [Girl's Body]. If you gather a lot of them in one area, it will deter "Area" attacks from the Sisters. Because they have so few maximum Action Points, it will be difficult to use [Mind Collapse] effectively. One tactic is to mix in [Zombie Bomb] and use that, but if there are many such Pawns on the stage it will be a lot of stress on the players. Therefore, Pawns that can support other Pawns are recommended. By adding these, the Marionettes will become a more powerful force.
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Mount (Dance of Distortion)[edit]
Threat Level | 8 | Maximum Action Points | 8 |
---|---|---|---|
Riding Partner | [Auto/None/Special] At the start of the battle, select a specific Savant, except yourself, as a "Rider." (This can not change during battle.) if you and the "Rider" are in the same area during the battle, the "Rider" can invalidate the effects of "Explosive" , "Move" and "Stagger" Also, if you change Area, Riders change Area to the same Placement. | ||
Huge Steps | [Action/2/Self] Move 1-2 | ||
Strike | [Action/2/0] Unarmed Attack 2 | ||
Charge | [Rapid/1/Special (see Effect)] Usable only on your own Movement Maneuver. If the move succeeded, then Melee Attack 3 against one target in the area before or after the movement. | ||
Reflexive Jump | [Rapid/2/Self] Move 1. Ignore Hinder Move effects. | ||
Immovable | [Auto/None/Self] During the Battle Phase, you may ignore all Movement and Stagger effects. | ||
Reinforced Spine | [Auto/None/self] +2 Action Points | ||
Entrails | [Auto/None/self] None | ||
Excess Flesh | [Auto/None/self] None | ||
Excess Flesh | [Auto/None/self] None | ||
Tailored to serve a Savant rider, this Undead has been created for the purpose of mobility.7
Tactics: First of all, do not consider this Pawn as an attacker; this Pawn is designed to assist a Savant. A single unit is not useful at all, and if you want to use the Mount, make it appear with a Savant and designate it as the "Rider". With the Mount, the battle will be different. Even if you use [Reflexive Jump] and [Charge] on the first attack, you should be able to cause a lot of tension. In addition, the mount is a Pawn for strengthening the "Rider", but it should be remembered that the "Rider" itself supports the Mount to allow greater cooperation. You may feel unsatisfied if you use [Reflexive Jump] as a means of movement. Mount has a low Action Point value, so it can't act quickly. If you want to make full use of [Riding Partner] you can follow up with an increase in the Mount's Action Points or add [Wire Reel]. Avoid Sisters by using Rapid movement multiple times in one Turn.
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Phobia (Dance of Distortion)[edit]
Threat Level | 8 | Maximum Action Points | 11 |
---|---|---|---|
Madness Wave | [Action/4/Special] When this maneuver starts counting with the declared count as 1, at the end of the fifth count, if this part is not damaged the effect will be activated. All dolls on the stage that are not Broken Hearted gain 1 Madness point. This maneuver cannot be declared unless the remaining count is 5 or more. | ||
Seed of Anxiety | [Action/2/0-1] Change any Fetter of target Doll to "Dependent". This fetter returns to normal after the battle. | ||
Perception Confusion | [Check/2/1-2] Hinder 2. Can be used multiple times in a Turn, but only once per Count | ||
Floater | [Auto/None/Self] Every Unarmed and Melee 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.) | ||
Brain | [Auto/None/self] +2 Action Points | ||
Extra Brains | [Auto/None/self] +2 Action Points | ||
Eyeball | [Auto/None/self] +1 Action Point | ||
Brain slurry | [Auto/None/self] None | ||
Brain slurry | [Auto/None/self] None | ||
It is said that ESP weapons which are capable of extreme mental attacks are often undead, but there are often living versions of these creatures.
Tactics: Although it lacks defensive performance Sisters who are aware of the Phobia's Parts will want to destroy it as quickly as possible. If you place more than one, the threat will rise significantly, and it is also effective to draw attention away from other dangerous Pawns. If [Madness Wave] is activated even once it will have great effect. This effect can be further strengthened by deploying multiple Phobias across different areas. The most obvious enhancement is to increase it's Action Points. The higher the maximum Action Points, the easier it is to activate [Madness Wave] and it can hurt the Sisters badly. If you get a rapid maneuver like this, you will be able to use [Madness Wave]s right at the start of the battle. This should be done during a more advanced session and the sisters are not in real danger of madness. If you make these enhancements and they encounter newly created Sisters, all your Sisters can swiftly become Broken Hearted.
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Reanimator (Dance of Distortion)[edit]
Threat Level | 16 | Maximum Action Points | 11 |
---|---|---|---|
Giant Scissors | [Action/3/0] Melee Attack 2 + Dismember (Enemies get -2 to the Dismember Check.) | ||
Surgical arm | [Auto/0/0-1] You can use this effect only when the target of your attack has suffered at least 1 broken part from that attack. Choose a horror or a savant within range. The target restores two parts. | ||
Forced Restart | [Action/Special/0-1] Choose one destroyed Horror and remove it from the stage. Spend as much Action Points as the Threat Level of the Horror. Same Horror as the removed is placed as a reinforcement. Place it in the same or adjacent area as you. | ||
Automatic Reconnection | [Auto/None/self] Immune to "Dismember" effects. | ||
Regeneration | [Damage/1/self] Defend 1. You may use this Skill any number of times per Turn, but only once per Attack. | ||
Immovable | [Auto/None/self] Immune to "Stagger" and "Move" effects. | ||
Robotic Arm | [Check/1/0] Support 2 or Hinder 2 | ||
Biomechanical Limbs | [Action/3/self] Move 1. Ignore "Hinder Move" effects | ||
Brains | [Auto/None/self] +2 Action Points | ||
Enhanced reactor | [Auto/None/self] +1 Action Point | ||
Neural reflex | [Auto/None/self] +1 Action Point | ||
Adrenaline | [Auto/None/self] +1 Action Point | ||
Combination joint | [Auto/None/self] None | ||
Combination joint | [Auto/None/self] None | ||
Combination joint | [Auto/None/self] None | ||
A semi-mechanical undead that reanimates destroyed undead. Often assistants to Necromancers.
Tactics: The main part of the Reanimator is passive. It is to recover other damaged Pawns. For this reason, it is necessary to prepare Pawns with Parts that can cause damage. Bulbheads, Scarecrows and Marionettes are good choices. It is enough advantage to solidify the front line and make good repairs. Hiruko and Drug Eaters may be placed as escorts. Although it costs a lot of Threat, it works well with other Pawns in battle. Depending on the selection of other Pawns, you may want to add parts similar to [Forced Restart] like [Repair Device] and [Intimate Connection]. However, a situation where defeated Pawns are constantly being restored one after the other will be stressful for the Players. Be careful not to overdo it.
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Gunfreak (The Great Drama)[edit]
Threat Level | 7 | Maximum Action Points | 12 |
---|---|---|---|
Bear Gun | [Action/3/0-2] Shooting Attack 3 | ||
Gun God | [Auto/None/Self] When you make an Attack Check for a Shooting Attack Maneuver, you may add +1 to the die roll | ||
Scope | [Check/0/Support 2] Use this Maneuver only when making a Shooting or Blast Attack. | ||
Bone | [Action/3/Self Move 1] | ||
Killer Instinct | [Auto/none/self] +2 Action Points | ||
Brain | [Auto/none/self] +2 Action Points | ||
Eyes | [Auto/none/self] +1 Action Points | ||
Adrenaline | [Auto/none/self] +1 Action Points | ||
Entrails | [Auto/none/self] None. | ||
Entrails | [Auto/none/self] None. | ||
Undead that specialize in gunfights. In addition to fire support, they are often led by captains and soldiers. |
Sacrifice (The Great Drama)[edit]
Threat Level | 4 | Maximum Action Points | 6 |
---|---|---|---|
Protect | [Damage/0/0-1] When the target takes damage, you may take that damage in her place. You may use this Skill any number of times per Turn. However, this cannot be used against the damage caused by the "Area" attack effect. | ||
Heartbreak | [Action/2/0-1] Cannot be used on Dolls already in a state of Madness. Spirit Attack 1 | ||
Jaw | [Action/2/0] Unarmed Attack 1 | ||
Fist | [Action/2/0] Unarmed Attack 1 | ||
Albino | [Check/1/0-1] Support 1 | ||
Bloodstained | [Check/1/0-1] Hinder 1 | ||
Bone | [Action/3/Self] Move 1 | ||
Entrails | [Auto/none/self] None. | ||
Entrails | [Auto/none/self] None. | ||
A bizarre undead built as a wall to protect it's master using maternal instinct. It will stand in front of those who attack the master. |
Illuminator (The Great Drama)[edit]
Threat Level | 2 | Maximum Action Points | 9 |
---|---|---|---|
Uplift | [Action/2/0-1] Reinforcement (Ghoul X1). The Legion in the targeted area loses 1 body | ||
Arthropod | [Action/3/Self] Move 1 | ||
Central Nerve | [Auto/0/Self] +2 Action Points | ||
Feelers | [Auto/0/Self] +1 Action Points | ||
An insect the size of a human arm with a name meaning "Enlightenment." It can emit a special electrical signal into the undead causing a short burst of violent power. |
Dog Bomb (The Great Drama)[edit]
Threat Level | 5 | Maximum Action Points | 9 |
---|---|---|---|
Zombie Bomb | [Auto/None/0] When this Part is damaged in Battle Phase, a Blast 2 + Explosive + Area attack with a Check value of 8 occurs against yourself. However, "Rapid" and "Check" timings do not occur for this effect. | ||
Jaw | [Action/2/0] Unarmed Attack 1 | ||
Animal Legs | [Action/2/Self] move 1-2 | ||
Brain | [Auto/None/Self] +2 Action Points | ||
Tail | [Auto/None/Self] +1 Action Points | ||
Trauma Switch | [Auto/None/Special] When this part gets damaged, the PC that damaged the part gains a Madness point. | ||
An undead dog with bombs attached. It has been trained to rush towards the enemy. |
Corpse Frame (The Great Drama)[edit]
Threat Level | 6 | Maximum Action Points | 9 |
---|---|---|---|
Laser | [Action/3/0-3] Shooting Attack 1 + Dismember | ||
Claw | [Action/2/0] Unarmed Attack 1 | ||
Metal Legs | [Action/3/Self] Move 1 | ||
Bolt Head | [Check/1/Self] Support 2 | ||
Strong Armour | [Damage/1/Self] Defend 2 | ||
Fierce Organs | [Auto/None/Self] When you declare an Attack Maneuver, you may declare the use of this Skill to increase the damage by 1. However, the "Dismember", "Explosive", "Chain Attack" and "Area Attack" properties are all lost. | ||
Brain | [Auto/None/Self] +2 Action Points | ||
Bio Drive | [Auto/None/Self] +1 Action Points | ||
Entrails | [Auto/none/self] None. | ||
A walking machine with a slime computer inside. The appearance can differ in many ways, often seeing the body of a Savant or part of a Doll attached to it. |
Pyromaniac (Garden of Stories)[edit]
Threat Level | 5 | Maximum Action Points | 9 |
---|---|---|---|
Flamethrower | [Action/2/0-1] Shooting Attack 1 + Explosive + Chain 1 | ||
Scope | [Check/1/Self] Support 2 Use this Maneuver only when making a Shooting or Blast Attack. | ||
Bone | [Action/3/Self] Move 1 | ||
Cyborg | [Damage/0/Self] Defend 2 | ||
Brain | [Auto/None/Self] +2 Action Points | ||
Adrenaline | [Auto/None/self] +1 Action Points | ||
Entrails | [Auto/None/self] None. | ||
Entrails | [Auto/none/self] None. | ||
A military undead that burns away enemies and unwanted things with it’s large flamethrower.
Tactics: The regular battle will see the Pyromaniac placed in "Hades" and then use [Flamethrower] and [Scope] to destroy the Dolls. [Flamethower] is very effective if supported, so it is good to place a Pawn who can "Support" the Pyromaniac. It is also important to place a defensive Pawn as well, as it could be destroyed before it can attack. If you divide the area and arrange suitable support and defence, it can play a very active part in battle.
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Scarecrow (Garden of Stories)[edit]
Threat Level | 8 | Maximum Action Points | 9 |
---|---|---|---|
Impaling Spear | [Action/3/0] Melee Attack 3 | ||
Song of Woe | [Action/3/0] Spirit attack 1+Area | ||
Floater | [Auto/None/Self] Every Unarmed and Melee 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.) | ||
Lunge | [Action/3/Self] Move 1, ignore Hinder Move | ||
Air Blast | [Rapid/0/0] Move 1, cannot be used on itself | ||
Death Dance | [Check/0/Self] Reroll the Attack Check | ||
Automatic Execution Orders | [Auto/None/Self] +2 Maximum AP | ||
Strange Movements | [Auto/None/Self] +1 Maximum AP | ||
Girl's Corpse | [Auto/None/Self] None. | ||
Girl's Corpse | [Auto/None/Self] None. | ||
Executed dolls impaled upon a spear spray gases from their corpses as they guide the floating spear they hang upon.
Tactics: Although it is a Pawn with an emphasis on being eerie, clever use of [Air Blast] is useful in battle. Various applications may be considered, such as disabling a Dolls Range 0 attack and then moving that Doll to an area where there are no enemies. Since it's attack power is also weak, it should act to disrupt the Sisters flow of battle. If you are going to be destroyed by an "Area" attack, play it out anyway.
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Ripper (Garden of Stories)[edit]
Threat Level | 12 | Maximum Action Points | 12 |
---|---|---|---|
Ripper Claw | [Action/3/0] Melee Attack 3 + Chain 2 | ||
Jaw | [Action/2/0] Unarmed Attack 1 | ||
Bone | [Action/3/Self] Move 1 | ||
Shoulder | [Action/4/Self] Move 1 | ||
Long Arms | [Auto/None/Self] Increase the Range of your Unarmed and Melee Attacks by +1 | ||
Berserker | [Auto/See Effect/Self] Damage one of your basic parts. During an Attack or Dismemberment roll, you may reroll if you wish. | ||
Skinny | [Auto/None/Self] During the Battle Phase, once for each Check, you may negate 1 Hinder attempt against it. | ||
High Speed Processor | [Auto/None/Self] +2 Action Points | ||
Brain | [Auto/None/Self] +2 Action Points | ||
Eyes | [Auto/None/self] +1 Action Points | ||
Heart | [Auto/None/self] +1 Action Points | ||
Excess Flesh | [Auto/None/self] None. | ||
Entrails | [Auto/None/self] None. | ||
Entrails | [Auto/none/self] None. | ||
A skeletal military undead with high speed and destructive power.
Tactics: A Horror specializing in attacks and has devastating combat power. If you destroy the basic parts of yourself with [Berserker] the attack checks should almost always be successful. Make the "Chain" attacks successful as well to pile on the damage. Because of [Skinny] you should almost never suffer a "Hinder" effect from Dolls. You can place it in "Hades" and take advantage of [Long Arms]. Use all of the Action Points for attacking. Leave "Hinder" and "Defend" options for other Pawns to take care of.
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Savants[edit]
Nemesis[edit]
Threat Level | 9 | Maximum Action Points | 11 |
---|---|---|---|
HEAD | |||
Brain | [Auto/0/self] +2 Action Points | ||
Eyes | [Auto/0/self] +1 Action Points | ||
Kung Fu | [Auto/0/self] +1 Action Points | ||
Jaw | [Action/2/0] Unarmed Attack 1 | ||
Command The Dead | [Check/0/0-1] Support 2. Cannot be used on yourself | ||
ARMS | |||
Fist | [Action/2/0] Unarmed Attack 1 | ||
Shoulder | [Action/4/self] Move 1 | ||
Butcher Knife | [Action/3/0-1] Melee Attack 2, Chain 1 | ||
Arm | [Check/1/0] Support 1 | ||
TORSO | |||
Spine | [Action/1/Self] One Maneuver you use on the next Count during this Turn has it's Cost reduced by 1 | ||
Protect | [Damage/0/0-1] When the target takes damage, you may take that damage in their place. You may use this skill any number of times per Turn | ||
Heart | [Auto/0/self] +1 Action Point | ||
Entrails | [Auto/0/self] None | ||
Entrails | [Auto/0/self] None | ||
LEGS | |||
Bone | [Action/3/self] Move 1 | ||
Bone | [Action/3/self] Move 1 | ||
Foot | [Check/1/0] Hinder 1 | ||
Has a normal appearance and hidden combat skills. A Savant for multi-purpose combat.
Tactics: They have a certain amount of firepower but they are more supportive. It would be good to mainly have them support other undead with [Command the Dead]. It's also recommended to have them appear with Valkyrie, Chimera or have multiple Nemesis'. Please pay attention to the Action points as they are often forgotten. If the Action Points reach 0, it cannot do anything. Don't be impatient and use [Bone] at the end of the Turn.
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Chimera[edit]
Threat Level | 10 | Maximum Action Points | 11 |
---|---|---|---|
HEAD | |||
Brain | [Auto/0/self] +2 Action Points | ||
Eyes | [Auto/0/self] +1 Action Points | ||
A Monster | [Auto/0/Self] +1 to hit with all attack checks | ||
Barb | [Action/2/0] Unarmed Damage 1 | ||
ARMS | |||
Claw | [Action/2/0] Unarmed Attack 2 | ||
Superhuman Strength | [Auto/0/self] +1 to melee and unarmed damage | ||
Extra Arms | [Rapid/0/self] You may perform one Action maneuver of your choice as if it's timing were "Rapid" | ||
Arm | [Check/1/0] Support 1 | ||
TORSO | |||
Membrane | [Damage/0/self] Defend 2 | ||
Heart | [Auto/0/self] +1 Action Point | ||
Entrails | [Auto/0/self] None | ||
Entrails | [Auto/0/self] None | ||
LEGS | |||
Clinging | [Action/3/self] Move 1. Immune to Movement Hinder effects | ||
Poison Sting | [Action/3/0] Unarmed attack 3 | ||
Leg | [Check/1/0] Hinder 1 | ||
Immovable | [Auto/0/Self] Immune to Move and Stagger effects | ||
Tail | [Auto/0/Self] +1 Action Point | ||
An alien Savant with great strength. A front-line fighter.
Tactics: Powerful as an attacking Savant on the front line. [A Monster] and [Superhuman Strength] give her tremendous offensive potential. Interruption by [Extra Arms] is also a threat. However, her defense and durability are not so high. Because of her high attack power she will often be the target of the Sisters from the start of the battle. If you want to keep her active enough, we recommend having a Pawn in play that has [Protect] and is good with Hinders.
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Valkyrie[edit]
Threat Level | 10 | Maximum Action Points | 14 |
---|---|---|---|
HEAD | |||
Scope | [Check/0/self] Support 2. Only for Shooting Attacks | ||
Limiter | [Auto/0/self] +2 Action Points when broken | ||
Eyes | [Auto/0/Self] +1 Action Point | ||
ARMS | |||
Arm | [Check/1/0] Support 1 | ||
TORSO | |||
Laser Beam | [Action/3/0-3] Shooting Attack 1 + Dismember | ||
Steel Bones | [Damage/1/self] Defend 1 + Negate "Dismember" | ||
Rush | [Rapid/1/Special] This can be used only during a Movement Maneuver. If the Movement is successful, Unarmed Attack 3 against one target in either your current Area or the one you began the Movement in. | ||
Artificial Intelligence | [Auto/0/self] +2 Action Points | ||
Engine | [Auto/0/self] +2 Action Points | ||
Neural Reflex | [Auto/0/self] +1 Action Point | ||
Booster | [Auto/0/self] +1 Action Point | ||
Adrenaline | [Auto/0/self] +1 Action Point | ||
LEGS | |||
Floater | [Auto/0/self] All unarmed and Melee attacks against you are at -1 to their attack check | ||
Afterburner | [Check/1/0] Hinder 1 | ||
Hover | [Action/2/self] Move 1-2 | ||
Armour Plate | [Auto/0/Self] None | ||
So many enhancements have taken place that the human is almost non-existent. Mechanized flight Savant.
Tactics: She has 14 maximum Action Points. Consider Tactics that will maximize the use of her high Action Points. From the range of [Laser Beam], it is safe to place her in "Tartarus". With [Scope] and [Forearm] it is possible to deal a powerful blow right from the start of battle. It is also effective to place her in "Limbo" at the start of battle and hit the back row with [Hover] and [Rush]. If you rattle the players, you will be able to grasp the battle.
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Zombie Queen[edit]
Threat Level | 14 | Maximum Action Points | 13 |
---|---|---|---|
HEAD | |||
Awakening of the Dead | [Action/3/0-1] Reinforcement Zombies. Creates 1d10 zombie legion or adds to an existing one. | ||
Chosen Beauty | [Check/2/0] Hinder 2. Can be used more than once per Turn | ||
Chosen Lips | [Check/0/0-1] Support 2. Cannot be used on yourself | ||
Chosen Brain | [Auto/0/self] +2 Action Points | ||
Chosen Eyes | [Auto/0/self] +1 Action Points | ||
ARMS | |||
Dead Fusion | [Action/2/0-1] Reinforcement Butcher. Creates a Butcher and reduces a Zombie Legion in range by 1d10 | ||
Puppet String | [Action/3/0-1] Melee Attack 1+Dismember+Chain Attack (number of zombies in target area/10 round down) | ||
Carrion Shield | [Damage/1/self] Select a Legion in the area and subtract it by any number. Damage inflicted can be subtracted by the number of sacrificed Legion. This effect can be used any number of times per Turn | ||
Chosen Hand | [Auto/0/self] +1 Action Point | ||
Chosen Fingertip | [Auto/0/self] +1 Action Point | ||
TORSO | |||
Chosen Skin | [Damage/1/self] Defend 2 | ||
Chosen Heart | [Auto/0/self] +1 Action Point | ||
Chosen Skeleton | [Auto/0/self] +1 Action Point | ||
Chosen Organs | [Auto/0/self] None | ||
Beautiful Dress | [Auto/0/self] None | ||
LEGS | |||
Queen's Walk | [Action/3/self] Move 1. Immune to movement hinder effects. | ||
Chosen Leg | [Check/1/0] Hinder 1 | ||
Waltz | [Rapid/1/self] Until the end of the Turn, 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. If this skill is used multiple times during the same turn, the penalty does not increase. | ||
A Savant who leads the Undead, who can also temporarily invoke the power of the Necromancer.
Tactics: Often misunderstood due to her high Threat Level, she is not a strong Pawn alone. In order to use her effectively a well designed arrangement is essential. If you use her to create Legions, is it really ideal for her to be in "Hades"? She will need an escort, such as Nemesis or another monster to place the Legion well. On the other hand, it is a good idea to place her creations on the front line and use [Chosen Beauty] and [Waltz] to protect them and herself.
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Oracle (Dance of Distortion)[edit]
Threat Level | 10 | Maximum Action Points | 14 |
---|---|---|---|
HEAD | |||
Emergency transfer | [Rapid/3/self] Roll the Dice. If the outcome is "1-2" you will be moved to Tartarus. "3-4" to Hades. "5-6" to Limbo "7-8" to Elysium "9-10" to Eden. Although this effect can be used many times per turn, it can only be used once during the same count. | ||
Absolute distortion | [Action/6/0-2] Select one target within range. At the end of the fifth count after when the maneuver was declared, the effect is activated unless this part is damaged. Select six parts and damage them. If the Maneuver count is not equal to or more than 5 it can not be declared. | ||
Brain | [Auto/0/self] +2 Action Points | ||
Awakening aura | [Auto/0/self] +2 Action Points | ||
Eyeball | [Auto/0/self] +1 Action Points | ||
Brainstem stimulation device | [Auto/0/self] +1 Action Points | ||
ARMS | |||
Psychic claw | [Action/2/0-2] Select one part on the target. That part will be damaged | ||
Thin arm | [Auto/0/self] None | ||
Thin arm | [Auto/0/self] None | ||
TORSO | |||
Perception Confusion | [Check/2/1-2] Hinder 2. Can be used multiple times in a Turn, but only once per Count | ||
Vector Deflection Membrane | [Auto/0/self] You may invalidate "Explosive" effect you received. Damage you cause doubles when you make a critical miss in an Attack Check. | ||
Heart | [Auto/0/self] +1 Action Point | ||
Neural reflex | [Auto/0/self] +1 Action Point | ||
Entrails | [Auto/0/self] None | ||
Entrails | [Auto/0/self] None | ||
LEGS | |||
Floater | [Auto/0/self] Every Unarmed and Melee 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.) | ||
Thin leg | [Auto/0/self] None | ||
Thin leg | [Auto/0/self] None | ||
A result of successful ESP research. Unfortunately half of the Ego is completely uncontrollable.
Tactics: She is one who makes battles unpredictable (even for the Necromancer). When battles seem to become familiar, she will work as an effective stimulus. [Absolute Distortion] and [Psychic Claw] should give a sense of urgency. Since it is difficult to predict where she will end up, ally her with Pawns who can hinder moves rather than try and escort her. Drug Eaters and Rafflesia are ideal. Her actions will be left to the Necromancer, but do try to enjoy them. |
Hydra (The Great Drama)[edit]
Threat Level | 13 | Maximum Action Points | 12 |
---|---|---|---|
HEAD | |||
Adrenaline | [Auto/None/Self] +1 Action Points | ||
Brain | [Auto/0/self] +2 Action Points | ||
Eyes | [Auto/0/self] +1 Action Points | ||
Jaw | [Action/2/0] Unarmed Attack 1 | ||
ARMS | |||
Meat Snake | [Action/3/0] Unarmed Attack 2 + Chain Attack 2. During the Attack Checks (from the declaration of the attack to the end of the action) you may reroll a single die. | ||
Meat Feast | [Action/1/Self] Repair 1 damaged Basic Part | ||
Long Arms | [Auto/None/Self] Increase the Range of your Unarmed and Melee Attacks by +1. | ||
Retractable Tentacles | [Check/0/0] Support 1 or Hinder 1 | ||
Forearm | [Check/1/0] Support 1 | ||
Shoulder | [Action/4/Self] Move 1 | ||
TORSO | |||
Tortured Being | [Auto/None/None] Whenever you take damage you can choose what parts are damaged. For Dismember attacks, you can select which Location is affected. | ||
Mad Demon | [Auto/None/None] When you make an Attack Check for an Unarmed Attack Maneuver, you may add +1 to the die roll. | ||
Heart | [Auto/0/self] +1 Action Points | ||
Entrails | [Auto/0/self] None | ||
Entrails | [Auto/0/self] None | ||
LEGS | |||
Unshakable | [Auto/0/Self] May negate [Move] and [Stagger] effects | ||
Tail | [Auto/None/None] +1 Action Points | ||
Snake Tail | [Action/2/0] Unarmed Attack 1 | ||
Foot | [Check/1/0] Hinder 1 | ||
Alien Savant. There are countless serpents wrapped around the body and because of the fusion with carnivorous plants, it also has amazing regeneration powers.
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Hiruko (Garden of Stories)[edit]
Threat Level | 6 | Maximum Action Points | 8 |
---|---|---|---|
HEAD | |||
Meat Shield | [Damage/0/0-1] If the damage received by the target is caused by an Attack Maneuver, you may negate any number and combination of effects other than damage of your choosing of an attack (Area, Chain, Dismemberment, Explosive, Stagger, and more specific effects are included). | ||
Feast of Flesh | [Action/1/Self] Regenerate a Basic Part of yours that was damaged. | ||
Brain | [Auto/0/self] +2 Action Points | ||
Trauma Switch | [Auto/None/Special] When this part gets damaged, the PC that damaged the part gains a Madness point. | ||
Jaw | [Action/2/0] Unarmed Attack 1 | ||
ARMS | |||
Implanted Hooks | [Action/2/0] Unarmed attack 1 | ||
Forearm | [Check/1/0] Support 1 | ||
Shoulder | [Action/4/Self] Move 1 | ||
TORSO | |||
Protect | [Damage/0/0-1] When the target takes damage, you may take that damage in her place. You may use this Skill any number of times per Turn. However, this cannot be used against the damage caused by the "Area" attack effect. | ||
Quadruple Amputee | [Auto/None/Self] When you take damage to your Arms or Legs, you may divide that damage among all your Locations as you wish. This effect does not apply to damage with the "Explosive" effect. If you need to make a Dismemberment Check, choose one Location to make it for. | ||
Albino | [Check/1/0-1] Support 1 | ||
Entrails | [Auto/0/self] None | ||
Entrails | [Auto/0/self] None | ||
LEGS | |||
Foot | [Check/1/0] Hinder 1 | ||
A type of Savant who blindly obeys the higher ranking beings and tries to protect them.
Tactics: A Savant that specializes in defence. [Protect], [Meat Shield] and [Feast of Flesh] will work best to protect against attacks. If she takes damage, use [Feast of Flesh] to heal herself.
|