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.

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.
Roleplay: Zombies that appear as a group lack individual personality. If it makes sense, locals, families, classmates, soldiers who have been been transformed into undead. Zombies held for research could also be early enemies as well (differentiated by uniforms, etc). Perhaps when the Dolls meet these zombies, it helps them regain their memories before they have to destroy them. These scattered zombies will be much more miserable than usual.

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.
Roleplay: Soldiers who are still on duty in the post-war world are common threats. They will only show a cold expression as they shower you with bullets and care not for your screams. It's a Pawn that's not suitable for showing childish or girlish elements of a story, but it is a good way to introduce memories such as "Angel of Death" and "The Final War". A soldier's equipment, certifications, memos, terminals, etc may greatly influence scenarios and campaigns.

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.
Roleplay: Nightmare is the perfect Pawn for producing a disastrous scenario. It will be a stunning experience for the Doll and the players just by witnessing this shell of a girl. Still, there are even more ways to shock with them. Dolls who think they only see wax figures and mannequins suddenly realize they are starting to move. They could also be failed clones of the Sisters.

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.
Roleplay: The typical depiction is that of a flock of crows attracted to the army of the dead. However, they are many other ways for them to appear. For example, they could be nesting inside the stomach of a Butcher and leap out at the start of the battle. They may be drawn to the site of a battle or break through windows. A shocking appearance could prompt a Madness Check. If the Sisters Madness is high, take this opportunity to scare them.

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.
Roleplay: You may think that countless moths and mice will not be encountered unless there is a place with giant insects and mutant plants. The Swarm does not have to be 'alive'. It may be a horde of small Undead, or countless slithering flesh-horrors, even stuffed animals that move. Such a swarm should be able to appear in man-made buildings. Note how the Swarm deals damage and how it moves. They are different from normal enemies.

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.

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.
Roleplay: "Hunger" will be a big key for portraying the Ghoul. For example, families and friends abruptly overtaken with the "Hunger", leaving them with a distorted body and face after their meals. This should be fairly mentally harsh. Also, the 'meal' that the Ghouls could be enjoying could be the aftermath of a deed by the Necromancer. They may have eaten the friends and families of the Sisters, or even their own bodies.

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 "Tatarus". 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 "Tatarus". If you have reached that point, you may want to place a Sniper in "Eden".
Roleplay: Even if it looks interesting, it's really not. It's recommended that you show only the muzzle of the gun hidden in the shade without even showing the Sniper's body. Even if it takes damage, the gun will not relent and keep on attacking. Only when it is completely destroyed, should the gun be lifted of dropped from the shadows. A bloodstained rifle rolling down towards the Dolls... it creates the fear of being attacked by invisible foes.

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.
Roleplay: Dogs are the best friends of humanity. A hound is a good starting point for a memorable scare. A Doll who has the memory fragments involving a dog or even having a pet dog could discover that this Hound is now all that remains of that animal. Hounds may tear flesh with their bladed heads, but they might just be innocently poking. They may remember their former masters.

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.
Roleplay: Giant insects are a major threat in the world of Nechronica. As wild predators, they can show how cruel nature is with a variety of scenes, including those outside of battles. There may be countless giant insects flying in the sky for the first time. In contaminated water, there may be larvae that are more dangerous than adults. Other Dolls who have perished may be getting devoured by a swarm that came in an instant.

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.
Roleplay: As a weak mock boss, the Butcher is a good fit. Like Zombie and Soldier, it is a standard enemy of the Nechronica world. It can be said to be a traditional Pawn. Describe them dragging bloody corpses and their own organs. Describe the countless vermin and rats crawling around in their bellies and you can induce fear into the players as well as the Sisters. Fear with disgust is the key to portraying this type of Undead.

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.
Roleplay: Since it is a work machine, it is usually active around man-made structures such as abandoned dams and underground. It may be removing rubbish or moving cargo, but it's actions are the same as it's attacks. If it is carrying lots of corpses, it could lead to a Madness Check. Seize the Zombies and Nightmares that are still squirming and carry them carelessly and cruelly. It's not a bad idea to have them appear at a battleground after a battle has taken place, carrying away corpses and meat, such as defeated Savants and fallen allies.

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.
Roleplay: It may seem that it's appearance is only limited to special events, but it doesn't matter if it is amongst normal or military undead forces. It is quite possible that a Legion or Horror infested by the fungus is still under the control of the Necromancer. Of course, it's also possible to have Savants and Dolls that have been encountered beforehand to reappear as fungus infested monsters.

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].
Roleplay: A Horror that looks like an insane man. It's a good idea to make the madness spread through friendly Savants the Dolls have met before. The appearance of friendly faces attacking them should look creepy. It's also a good idea to take advantage of the face hidden by the gas mask. When the mask is removed, perhaps the Dolls know the face behind it. Former acquaintances and parents are recommended.

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.

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.
Roleplay: This is a grotesque creature that has a disgusting appearance. For that reason, it may cause a Madness Check when it appears before the Dolls. The Necromancer could have it being used as a living advertisement or warning on a decorated building or store. You could have people turned into them then self-destructed for the purpose of a welcome or firework entertainment. Even if it is not used for battle, it should be a flashy and bizarre experience.

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.
Roleplay: She continues to suffer. Originally a person who should be protected, they are now mentally broken and become a Banshee. It might be possible to remove them from the victory conditions of a battle, so that they could be captured or confronted out of combat. It's also good to have Savants who have met the Sisters before reappear before them as Banshees. Several times, as the Necromancer refuses to let them die no matter what happens. This should make the players angry towards the Necromancer.

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.
Roleplay: A common use of the Drug Eater is to show a Doll who seems to be normal, then the head leaps off from their neck and attacks. Of course, if the host body was a former best friend or ally, it could create a more tragic situation. Along with Nightmare and Banshee, you can create a group of discarded girls. They will never forgive Dolls who seem to have the Necromancer's kindness and free will.

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.
Roleplay: At first glance, this giant plant with the ability to move seems like something you will only meet in nature. Infact, it is a Pawn that is often encountered in forests and wetlands. However, it is often possible that this plant is stuck to the walls of buildings and radio towers. It could be trying to catch prey the moment it enters a building or steps out into the sunlight. A building consumed by poisonous and alien flowers is a fearsome sight for the Dolls.

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.
Roleplay: As it searches for prey, you may encounter this machine in unexpected places such as wilderness and forest. It's also not hindered by water, so it could burst out of sewage like some crocodile. A Savant could possibly disguise it or bury it under sand so it can ambush others. Put emphasis on it as a meat processing machine to trigger Madness Checks. For example, before the battle you could show Legions (Zombies, Nightmares, etc) reduced to tattered piles of meat and pools of blood.

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.
Roleplay: Let's portray the habits of a giant insect that is not undead. The use of sewers, subway lines, building passages, etc, instead of burrows is a good way to show off the scale of these beasts. It could also be interesting to have them erupt from the ground, have the Dolls discover a huge nest of them, or encounter a creature that preys on these monsters.

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.
Roleplay: It's easy to end up with a samurai from the name, but you can arrange it to have a different form. You could show it as a splatter horror movie like killer, a man with a monstrous sword, a knight with a sword or a girl with a knife. Even if you don't have a heart, the existence that wields a blade at high speed has it's own beauty. It can be tailored to be a neutral character or a runaway Doll or Savant.

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.
Roleplay: Why not have this Monster built from sticking countless corpses together? The many 'materials' may be related to the memory of a Doll. Despite being a horror, they can still sometimes talk or scream. It's also fun to stalk and hunt down Sisters by using these voices. Or even better, have a clone of one of the Dolls and mutate it into this distorted giant. When the original Doll sees this, they will be scared!

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.
Roleplay: They are humanoid dolls controlled by external forces. For this reason, inhuman behaviour is possible. Show the unpleasant and mysterious behaviour of these puppets. Display actions that humans cannot do, such as twisting their own limbs into impossible angles, hideous facial expressions and laughing as they choke up their own internal organs. Of course, it's also effective to use past relationships as explained with the Nightmare and Banshee. The Marionette controlled by external ESP may continue to float debris around even if it is damaged. From the torn body, internal organs, eyeballs and gore may appear as strange decorations and float around. Even after being completely destoyed, if the external ESP influence is safe, the fleshy remains will continue to float and move. That aspect shows that it is different from normal undead.


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.
Roleplay: The Mount should not be too special. Like in battle, the leading role of the encounter should be with the Savant, the "Rider". The Mount is undead, but it's nothing special. It is enough to describe the size of the creature and it's power, but it's little more than extra weapons and armour. If you want to build more complex relationships or hints, you might want to make a totally different look and feel than from the normal Mount. What should really stand out is the "Rider", the Savant. It's role in battle is special, but it's appearance is similar to the Butcher. The "Rider"'s attitude towards the Mount being destroyed helps to impress the personality of the Savant. Do they show compassion? Gratitude? Surprise? Curse the Mount as useless or simply ignore it as a damaged tool? Various responses should be considered as their reaction will leave an impression on the Players and how they will treat the "Rider" in future.

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.
Roleplay: An encounter with this huge floating brain should be a horrible situation for Sisters who have seen mutant corpses and giant insects. Using human skin with a pink sheen, tentacles that tense and squeeze and an enormous eyeball all made from human parts, it is built is a strange monster that is completely unrelatable. More concerning, Phobia is alive. It is a 'life' that is not undead. This will be even more awkward if the Dolls discover this in the adventure phase. It's also a good idea to make a madness check when discoveries like this are made. Think about damage to the exposed brain. Rupturing pus-filled vacuoles or pinching the meat of the brain. The Phobia is a Pawn designed to harass the Dolls, so it's not very good to call for a Madness Check in response to it's destruction. When it is absolutely necessary, it is better to send a telepathic message from the human who became the body of the Phobia to the Dolls, mixed in with the hideous distortion of a demon.

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.
Roleplay: At first glance, the Reanimator is a mix of machine and mutated creature. Sisters may be mistaken to be part of a factory facility or some horrible project. In addition, the machine-like Reanimator can ignore conventional appearances and settings, change the names, etc and grant it a personality. It can also serve as a short campaign necromancer. For Necromancers who are not good at data creation, Reanimator could be used. For the texture, imagine a centipede made out of metal. A body consisting of multiple joints and long metal arms is designed to allow easy disassembly of these joints. The split joint is easily reattached by the Reanimator's mucus membrane and magnetic force and begins to move. Unless the sisters have been very precise in it's destruction, the Reanimator can recover itself from a completely dismantled state. If you plan to re-appear, have it collapse, then attack instantly after the battle ends or have it withdraw to plot revenge.

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.

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.
Roleplay: Of course their weapons leave fires behind. There are many foes who leave behind bullet holes and acid, but the Pyromaniac leave behind ashes, flames and scorchmarks. It's possible to make forests and buildings become infernos. In addition, a scene where the Dolls discover those who have been defeated and reduced to cinders is possible to trigger madness. Especially for the survivors and other Sisters who were attracted by a bonfire, not realizing it was a pyre for others like themselves...

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.
Roleplay: The appearance of these things with multiple Dolls and Savants impaled on them should be a Madness Check as soon as they appear. Even more so if the Dolls recognize anyone upon the skewers. Alternatively, it can be used as a trap. Spears that fall from the sky. It's not the Sisters who are pierced by them, but the friendly undead and humans who were talking to them...they immediately begin to swell up and start screaming. Laughter abruptly turning to screams is fearful.

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.
Roleplay: This Horror is the size of a human being, regardless of it's strength. Since the parts are so well modified, it can appear almost silently. It can be effective to make it appear from an ambush or even approach in disguise. A Doll who thinks she has found a fellow survivor will suddenly be attacked by countless blades and arms, prompting a Madness Check before the battle.

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.
Roleplay: During conversation, most of these girls will be cold and taciturn girl soldiers. If you can sell them as a being with a self with only small gestures and few words, that would be optimal. We also suggest to give a little attention their looks and clothing. Ninja or student fashion should be nice. As for the setting, you could have them be Dolls that were told they would gain freedom if they defeated the sisters. She will become a difficult foe to face for them as she fights desperately for her freedom.

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.
Roleplay: Show off the appearances and gestures that make the most use of her strange body. It is impressive for her to appear on the ceiling or wall, to lick herself with her long tongue or to even harm herself when angry. If the Sisters mostly have a human appearance, she may be critical or envious of the humanity she once had.

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.

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.
Roleplay: This girl, who has been halfway turned into a machine, often speaks inhuman words and performs inhuman deeds even while having a sense of self. These words and actions should not be played as her original nature, but as an expression of emotions that were forced onto her. If done right, this should raise the Sisters anger towards the Necromancer appropriately. Tears will be an especially effective performance. When she sheds a single tear while saying heartless things in a fight, the players will imagine any amount of drama in her past on their own.

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.
Roleplay: She considers herself a chosen being and takes an arrogant attitude to her sisters. The Necromancer should make her feel good, let her get carried away, feed her pride, and bring forth hateful malice. Finally, upon her defeat, give her a pitiful ending. The Necromancer should order her to blow up on the sisters and suicide, telling the Zombie Queen he didn't expect her to make it from the beginning. Abandoned and bewildered, her appearance will give the players various motivations.

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.

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 Distorton] 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 Raffelsia are ideal. Her actions will be left to the Necromancer, but do try to enjoy them.
If you want more stability, replace [Emergency Transfer] with [Hopper], give her [Synthetic Reactivation] and place Pawns around her. Use Rapid timing to avoid attacks and activate [Absolute Distortion]. You will put up a significant fight. You should use [Psychic Claw] to cut off parts related to attacks and hindering and leave them to be attacked by other Pawns. If [Quadruple Amputee] is used instead and [Absolute Distortion] is placed on the arms and legs locations, it is possible to take multiple [Absolute Distortion]s and use them.
Roleplay: Oracle is at the very limit of a Savant's sanity. Her Ego is on the verge of collapse. Her speech and behavior are delusions and conversation is almost impossible. ESP has destructive impulses and causes unusual situations around her, such as floating debris and spreading rust. It could also be fun to include her fragmented past and convey it telepathically to the Sisters. Will this invoke sympathy and pity? Show a sense of her helplessness to this dreadful power. As Oracle takes damage the debris floating around her will start to fall as if invisible strings holding them up were cut. If [Floater] is broken, she will fall to the ground and writhe on the floor, unable to even stand. Make sure to emphasize her powerlessness and the danger. If the true identity of Oracle is someone the Dolls know, it's a good idea to let her, once destroyed, regain her sanity for a moment. The last words that she speaks should capture the heart of a Doll.

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.

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.
Roleplay: This partially broken Savant without even eyes defending obviously evil Savants or Necromancers in her sorry state will be enough to increase the Sisters' motivation. The more irredeemably evil the defended side is, the more her devotion becomes unreasonable and shines. Of course, there is sufficient meaning in her devotion with its proper reason hidden. After having destroyed her, pointing the sisters towards realising their own brutality is a good opportunity for the Necromancer to show off his skills.