Enemy Data

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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
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.

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.

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.

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.

Swarm (Garden of Stories)[edit]

Threat Level 2 per 5 Maximum Action Points 9
Reckless Attack [Action/3/0] [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.


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 manuvers.
Brains [Auto/0/Self] +2 Action Points.
Intestines [Auto/0/Self] None.
Many ghouls are formed from the Undead who feed upon other Undead.

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.

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.

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.

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.

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.

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
Just a Corpse [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.

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.

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. However, "Rapid" and "Check" timings do not occur for this effect.
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.

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.

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.

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.

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.

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.

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.

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.

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.


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.

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.
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.


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/Special] 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.

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 infront 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.

Scarecrow (Garden of Stories)[edit]

Threat Level 8 Maximum Action Points 9
Impaling Spear [Action/3/0] Unarmed 3
Song of Woe [Action/3/Self] Move 1
Lunge [Check/1/Self] Support 2
Shock [Damage/0/0-1] Negate the effects of an attack
Death Dance [Damage/0/Self] Defend 1
Automatic Execution Orders [Auto/None/Self] +2 Action Points
Strange Movements [Auto/None/self] +1 Action Points
Entrails [Auto/None/self] None.
Entrails [Auto/none/self] None.
Executed Dolls impaled upon a spear spray gases from their corpses as they guide the floating spear they hang upon.

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.

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.

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.

Valkyrie[edit]

Threat Level 10 Maximum Action Points 14
HEAD
Scope [Auto/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.

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 Good Looks [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.

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 Tatartus. "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.


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.


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.