Enhancements

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Tier 1 Enhancements[edit]

Head
Adrenaline
Timing: Auto Cost: None Range: Self
Effect
Maximum Action Points +1
An adjustment that speeds up brain function and forcibly activates the reaction rate. Undead unique drug strengthening.
Torso
Armor Skin
Timing: Damage Cost: 0 Range: Self
Effect
Defend 1
Strong artificial skin covering the whole body. This will surely reduce the damage you receive.
Head
Bolt Head
Timing: Check Cost: 1 Range: Self
Effect
Support 2
Adjustment knob protrudes from the head. You can control response and brain drugs by adjusting it.
Any
Jet Nozzle
Timing: Damage Cost: See Effect Range: Self
Effect
You may only use this Maneuver when you are dealing damage. As its Cost, damage one of your own Basic Parts of your choice.
Add +1 damage to a Unarmed or Melee Attack (only once per attack.) You may use this any number of times per Turn.
Jet engine stuck to the back of the body to enhance your fighting ability. Demonstrate it's power while ruining your body.
Any
Limiter
Timing: Auto Cost: 0 Range: Self
Effect
When this Part becomes damaged, you may gain +2 to your Maximum Action Points. This effect lasts until the end of the Battle Phase.
This Part may not be repaired or regenerated while this effect is active.
A suppressor to hold back drugs in the brain that will not stop pumping. As soon as it's lost, the world will not be able to catch up with your sharp senses.
Any
Remote Attack
Timing: Action Cost: 3 Range: 0~1
Effect
Unarmed Attack 1 + Stagger
Arms and legs, sometimes even the head are separated and fired towards the opponent. After the attack, the part will come back instantly so there is no limit on the number of shots.
Head
Sabertooth
Timing: Action Cost: 2 Range: 0
Effect
Unarmed Attack 2
Steel jaws and teeth. Every bite causes brutal damage. Most of the time it's kept hidden, so it cannot be seen from the outside.
Arms
Scissor Hands
Timing: Action Cost: 2 Range: 0
Effect
Unarmed Attack 1 + Dismember
Scissors shaped prosthetic hands or sharp nails. Although it's inconvenient for normal use, you can cut up and tear apart enemy bodies.
Torso
Steel Bones
Timing: Damage Cost: 1 Range: Self
Effect
Defend 1 + Negate "Dismember"
Steel embedded in the body. Ultra reinforced metal and monomolecular fiber boasts strong defense against slashing.
Head
Voice Effect
Timing: Rapid Cost: 2 Range: 0~2
Effect
You may make a mutual Conversation Check with your target sister.
Throat that emits directional sound. Communication can be taken in the heat of battle.

Tier 1 Dance of Distortion Enhancements[edit]

Any
Junk Part - Dance of Distortion
Timing: Auto Cost: None Range: Self
Effect
At the end of the Battle Phase, if this Part is not damaged, you may regenerate all damaged Basic Parts in the same Location as this Part.
Iron pipes and simple scrap. A body made from such debris is easily repaired.
Any
Karma Processor - Dance of Distortion
Timing: Auto Cost: None Range: Self
Effect
When you receive a Madness Point, you may break this Part in order to ignore it.
An attack to the ego is an emergency. In order to protect mental health a little excessive stress will be taken upon the body.

Tier 2 Enhancements[edit]

Any
Assassin Blade
Timing: Rapid Cost: 2 Range: 0
Effect
Melee Attack 2 + Chain Attack 1
A blade hidden in the body. Spring out instantly and slice the opponent. That unexpected slash is enough to silence an enemy.
Any
Drill
Timing: Action Cost: 3 Range: 0
Effect
Melee attack 2. Defend Maneuvers cannot reduce the damage of this attack.
A powerful drill that rotates with tremendous momentum and ignores the opponent's defenses and penetrates them. It is a weapon that can be called a natural enemy for those with high defense ability.
Any
Electrigger
Timing: Action Cost: 2 Range: 0
Effect
Unarmed Attack 1 + Stagger
Despite being a corpse that releases electricity routinely stored in the body, the body cannot move for a moment due to reflexive convulsions.
Any
Laser Beam
Timing: Action Cost: 3 Range: 0~3
Effect
Shooting Attack 1 + Dismember
A heat ray that strikes from a part of the body. Although it's power is small, it will reach far and will be useful.
Any
Mecha-Tentacle
Timing: Rapid Cost: 1 Range: 0~1
Effect
Hinder Move 1
Metal tentacle like a biological tentacle. It interferes with enemies and hinders action. Because of its inorganic appearance, it is more popular with dolls than tentacles.
Any
Reflexes
Timing: Auto Cost: None Range: Self
Effect
Maximum Action Points +1
Reinforced Reflexes. It enables faster body reactions and can move quickly as possible.
Head
Scope
Timing: Check Cost: 0 Range: Self
Effect
Support 2. Use this Maneuver only when making a Shooting or Blast Attack.
Suitable for spying. A scope directly attached to the face. It makes precise shooting possible.
Any
Spikes
Timing: Damage Cost: 1 Range: Self
Effect
You may only use this Maneuver when you deal damage. Add +2 to the damage for an Unarmed or Melee Attack.
Thorns that grow and break through the body.
Any
Wire Reel
Timing: Rapid Cost: 3 Range: 0~2
Effect
Move 1
A hook that is fired and forcibly draws the target with the now embedded wire.
Any
Zombie Bomb
Timing: Auto Cost: None Range: 0
Effect
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.
A bomb charged in the body. Of course, the person alone is not pleased. However, when surrounded by many foes it can be an unexpected help.

Tier 2 Dance of Distortion Enhancements[edit]

Head
Antenna - Dance of Distortion
Timing: Auto Cost: None Range: Self
Effect
During the Battle Phase, once per Turn, you may reduce the Madness Point cost of your Maneuver by 1.
It is a reminder that you are receiving a spirit stabilized radio that is transmitted from somewhere with noticiable antenna attached to your head.
Any
Energy Tube - Dance of Distortion
Timing: Auto Cost: None Range: Self
Effect
Maximum Action Points +2. When the Location this part is equipped in takes damage, you must choose any one of your Basic Parts and damage it as well.
A bold tube attached to the body. Always circulating a lot of power, this will abnormally activate the flesh of the doll.

Tier 3 Enhancements[edit]

Arms
Arm Vise
Timing: Check Cost: 1 Range: 0
Effect
Support 2 or Hinder 2
A prosthesis system that enhances grip strength. A person gripped by a powerful fingertip cannot escape the next attack.
Torso
Auto-Separate
Timing: Auto Cost: None Range: Self
Effect
The "Dismember" effect is ineffective against you.
A system that separates itself from itself. Easily dismantled, but each part moves independently and reconnects again.
Legs
Crab Legs
Timing: Auto Cost: None Range: Self
Effect
During Damage Timing, you gain "Defend 1" for Legs only. Additionally, during battle, when your Movement Maneuver successfully moves you, you may use a Melee or Unarmed maneuver against one target in either your current Area or the one in which you began your movement.
Half the body is replaced by a multi-legged tank. In addition to armour, movement attacks due to self running ability are possible. However, it cannot deny how far from human you are now.
Torso
Cyborg
Timing: Damage Cost: 0 Range: Self
Effect
Defend 2
Semi-machine human who has most of their body replaced by mechanics. It's body is an organism if you see it, but most attacks bounce off the steel armour.
Head
Embalming
Timing: Check Cost: 2 Range: 0
Effect
Hinder 2. You may use this Maneuver any number of times per Turn, but only once per Check.
An appearance of beautiful decoration for the doll. It is the adoration of the dolls, a sanctuary that is unclean even for the love and death of the necromancer.
Arms
Gauntlet
Timing: Auto Cost: None Range: Self
Effect
During Damage Timing, you gain "Defend 1" for Arms only. Damage +1 to Melee and Unarmed attack Maneuvers on the Arms location.
A gigantic and powerful steel arm. It crushes and hammers most enemies.
Legs
Hopper
Timing: Rapid Cost: 2 Range: Self
Effect
Move 1. "Hinder Move" Maneuvers are ineffective against this movement.
It is possible to make a dynamic avoidance and movement that can jump instantly by a strong spring put into the legs.
Any
Lightsaber
Timing: Action Cost: 2 Range: 0
Effect
Melee Attack 1 + Dismember + Chain Attack 1.
When needed, light that can be generated. The light that is burning bright, to chop through the enemy's body with an electronic sound.
Any
Manipulator
Timing: Rapid Cost: 2 Range: 0~1
Effect
Hinder Move 1 + Stagger
Elongated joints that can be stretched to some extent by wires to grasp enemies unexpectedly.
Any
Pilebunker
Timing: Action Cost: 2 Range: 0
Effect
Melee Attack 2. Defend Maneuvers cannot reduce the damage of this attack. If the attack hits, you may "Move 1" the target.
High speed injection of the metal spike with high vibration, blows apart the defense of the enemy it punches out.

Tier 3 Dance of Distortion Enhancements[edit]

Any
Psycho Blaster - Dance of Distortion
Timing: Rapid Cost: See Effect Range: 0~2
Effect
As the Cost of this Maneuver, pay 1 AP, then add a Madness Point to a Fetter of your choice.
Shooting Attack 4.
By-product of ESP development forcibly interferes with the user's ego and activates some kind of supernatural power and blasts apart enemies.
Torso
Rocket Pack - Dance of Distortion
Timing: Action Cost: 0 Range: Self
Effect
Move 1~2.
You may use this Maneuver only once per Battle.
In conjunction with the slime mold community in the body, the military gear that burns the saved energy can grant flight for a short time.