Nechronica (JumpChain) 2017-12-12 v1.4
Nechronica (JumpChain) 2017-12-12 v1.4
Nechronica (JumpChain) 2017-12-12 v1.4
4
The Long Long Sequel
The protagonists of Nechronica are the girls of this world unfortunate enough to possess hearts-the Dolls.
To put it simply, it is a game in which the players become zombie girls and fight against other zombies.
The one who caused the dead to wake- the ruler of this shattered world- is the Necromancer.
The Necromancer serves as both the master of the game and the archenemy.
For it could be none other than the Necromancer who gave hearts to the Dolls.
For in a world filled with mindless puppets, the Dolls-
they alone whom possess wills of their own- are no more than toys.
For the tragic comedy wrought by the foes sent against them is a delightful spectacle.
Since Dolls are already dead, they will find no rest when they are broken.
The peace of death came to an end long ago, just as did the world itself.
‘Necromancy’ and ‘undead’ might give an occult impression but is the product of science and technology.
Necromancy is a technology that was established before human civilization collapsed. It is also the largest and longest
lasting heritage that was left behind by human life. This technology directly allows the download of a personality.
In the middle of the 21st century, explorers discovered a new species of slime mold with seemingly intelligent, rapid
movement. Thereby nanomachines stemming from this mold’s ‘intelligence’ were realized. Most of the body of the
undead created by necromancy is configured by slime mold nanomachines. Countless amounts of these nanomachines
are able to move the body of an undead. In addition, it has a property of forming a network of complex relationships
within itself making it possible to build highly advanced computers and similar devices. The slime mold community
works as both a single entity and a collective intelligence able to function as a modular brain. Moreover, due to its
complex nature, the mold can function as a brain and nervous system without regard to the rest of the body. The
zombie cliché of destroying the brain does not work in this universe. Each cell of the body contains the slime mold,
and as such destroying parts of the body will not destroy the entire organism; the organism retains its functions albeit
at reduced speed and power. If the slime mold community is unified or foreign tissue is integrated, the entire organism
can be easily reconstructed; this is the alleged ‘undead’ of the Nechronica universe.
Another pillar of Necromancy is personality downloading technology, perfected in the 22nd century. As its name
suggests, this is the means and processes to copy and transfer one’s personality into another vessel such as a machine
or clone. A slime mold computer is able to hold the vast amounts of data the human ego encompasses. By using the
slime mold computer as well as personality downloading technology, the human mind is able to function without a
brain; instead, residing in the slime mold itself.
The conflict continues well into the 22nd century. All hell breaks loose when a limited nuclear war is started between
South American countries based on the availability of oil. Although it is not the cause of the great apocalyptic ending,
it certainly starts the ball rolling. The world, having never seen devastation on this scale since the end of the Second
World War, begin a worldwide movement to eliminate nuclear weapons.
2130—the first incidents of humans being attacked by the undead begin. Although the creator of these undead is still a
mystery, they operate like wild animals, free from the organized influence of a Necromancer. The people of the world,
now that the cat is out of the bag, declare the end of the world is nigh; they are more right than the common bystander
thinks.
A destructive cult, out to set the world on fire, appears out of the mist. They successfully initiate nuclear terrorism by
detonating nuclear weapons in major cities. Due to the rising tensions between countries, it is an all-out declaration of
war; another, much larger nuclear exchange starts. Its large-scale damage is like nothing the world had seen before,
the global environment is subjected a large blow. Nevertheless, it was not to the extent that mankind will perish.
By 2140, mankind finally agrees to ban the use of nuclear weapons, the ownership of nuclear weapons, and the
construction of nuclear weapons. However, with the swath of fallout from the previous nuclear war is any indication,
the conflict over the remaining clean resources had been steadily intensifying. The military leaders turn to different
methods of achieving superweapon power status, and in 2141, the North American superpowers and Asian
superpowers turn to the use of undead armies. This is the moment when Necromancy became widespread as a tool.
Necromancy was attractive to all parties because it was very inexpensive, compared to the maintenance and upkeep of
nuclear weapons, living armies, and vehicles. Because the slime mold can be active with only slight nutrition, it cost
less to feed, maintain and use an army. Of course, you do not also use fuel and oil for tanks and fighters. Although the
undead body is vulnerable to wear, a steady stream of biological material quickly mitigates the problem. And, in a
world where there are 20 billion people inhabiting Earth, in a time of war the ‘biological material’ is plentiful.
The war doctrine quickly reverted to trench warfare, as both sides would fight a war of attrition, won by power,
numbers and resources. The re-use of bodies was considered to be ethical, but the opposite was greater with the use of
propaganda. "Using the corpses of your families, the powers wage a war at the expense of the living.” Other countries,
eager to develop this necromancy technology, produce a wide variety of horrific military undead units. In addition,
with the advent and usage of necromancy, research into biological weapons designed to combat and augment the
undead re-started.
It can be said that the greatest loss mankind had faced so far was the loss of military morals, thanks to Necromancy. If
the masses say that it is alright for a corpse to move and fight, it was only a matter of time until more heinous
inventions were brought to light. One such method is ‘slime mold personality downloading’, which is a form of brain
scanning which is stored in the miraculous slime mold’s data matrices. The idea of personality downloading, and then
uploading into an undead body, gives rise to the first notion of ‘artificial immortality’.
Unsurprisingly, low-scale conflict sprung once again. As long as it was anything but a nuclear weapon, it was fielded
in combat. Even the most austere of weapon ideas and technologies were tested in the field. Earthshakers, devices that
destabilize the continental shelf, were used in East Asia. Insect weapons, biological weapons, viruses were used
heavily in Eastern Europe and its surrounding areas. Unofficially, the nuclear weapons ban had failed. Too late, it was
realized that nuclear weapons provide the deterrence so these horrific weapons would not be used.
2155, and finally 130 nuclear weapons had been exploded in Europe. But while it wasn’t clear who had pressed the
button, European countries had deigned all their remaining resources to the war effort, and left the kill switch on. The
Final World War begins, a war of the dead versus the living. The anarchy under the nuclear winter does not affect the
undead soldiers that march. Undead soldiers indiscriminately attack human beings, wiping out 98% of humanity.
Mankind is critically endangered.
Nuclear winter is finished by 2182, and there are a few humans living in fallout shelters. But the world above ground
was far from being silent and dead. The Necromancers that had survived the nuclear holocaust and harsh winter now
begins a fight against each other, for territory and similar, primal wants. Necromancers also must contend with the
abandoned biological weapons, designed to eat the undead. Humans without Necromancy technologies are essentially
dead. This era considers that if it is ‘active’, then it must be a Necromancer. And if even a Necromancer had hoarded
every bit of slime mold for her central computer, much of human culture, history and literature are invariably lost.
Turn of the century, 2200. Necromancers have given up fighting. Nothing is living. They are too tired even to fight for
hegemony, instead opting to retreat into their own domiciles, separated by hundreds of miles of devastation. No one
tries anything, nothing new is made. There is no new history, nothing to add to the thread of time. This world is a
sequel to the bitter end of the last. It is the play stage of ‘Nechronica’.
As said before, sometimes the undead had gone beyond the control of their Necromancer. Discarded Horrors and
Savants, thrown away to make room for processing power, these ungoverned undead are sometimes encountered by
the characters.
For the rulers of this undead world, the Necromancers are holed up in their strongholds. Their vigilance is strong, not
needing to know any more about the outside world than is considered necessary. Necromancers had adopted Cartesian
logic; where there is a blockage of information, where there is no input or in some cases, output, the only thing that
exists is oneself, the Necromancer. The days that followed immediately after the war have closely matched the current
time. No Necromancer has enough energy to wage war as they had during the End. Nonetheless, they had come to an
understanding. If a Necromancer becomes aware of another Necromancer close by, they pretend not to see each other,
and go their separate ways. This mutual non-interference is what had kept the world stable past the many years of
inactivity. It doesn’t matter if the two necromancers share similar ideals and power, invariably they would rather not
be close to each other. It should be noted that it is still unknown that humans still exist when the story begins, and is
completely up to the Game Master to decide if they exist *biologically*. Outside of biological existence, it should be
relatively easy to come across a human personality; whereas Legion and Horrors are expendable, Savants and Dolls
are precious to Necromancers and as such many of them still exist.
A Doll's "Age" describes their outside appearance. This is not necessarily the same as the age of their Heart.
It is possible to have a spirit that acts as if twenty years old within a body that appears only six.
The reverse is equally possible.
"Age" refers to the age you were when you died, and is usually between 8 and 17.
If you're unsure, roll a d8 and add 7 to the result. This is the age of your doll.
Sisters
Dolls generally don't awaken just by themselves. Those Dolls that awaken in the same place and at the same time as
them are their Sisters. As a Doll left alone would not be able to keep her sanity for long, this is the greatest blessing
the Necromancers give them. However, perhaps the true reason is merely to prolong the amusement that they bring.
You may start with 1d8-4 (Min. 1) Sisters for Free made with starting Skills as normal and 400 CP to spend.
And/Or
You may Import Three Companions for Free who start with starting Skills as normal and 400 CP each.
And/Or
Import as many Companions as you want for 200 CP and they start with starting Skills as normal and 400 CP each.
Dolls' Memories
Though Dolls have lost most of their memories of their previous life, they have not lost them all. Just a few memories
of their previous life remain. Each has a couple fragments of their memories they hold on to dearly. A blue sky, a kiss,
mailing a letter, and standing in the rain are but a few ideas for memories.
The Dolls also know of the existence of the art of necromancy and realize that they themselves are undead. They are
also able to guess that the Necromancers animated them.
These are the foundation of your Doll. They are the patches that hold the heart of your Doll together. Select Two
Memories, drawn from your past. They are now a permanent part of you you can never forget. It’ll be what helps keep
you sane and “Human”. Should you descend into madness too quickly though, your Memories won’t be to helpful.
Locations - The landscape
The world of Nechronica is a sea of contamination, land of fallout, and sky of deadly particulates. The sky is almost
always covered by dark yellowish clouds, and the sun rarely shines through. The sea is pale, shiny with the film of oil
and contamination on it. Countless amounts of flotsam and jetsam are washed ashore. The climate is always unstable
due to weather weapons deployed during the Final War, some still active to bring sudden rainstorms. Rain that falls
from the sky is black, as is the greenish fog that blankets cities and battlefields. Ruins of human civilization are nearly
everywhere but there are still wilderness areas where long-dead forests still stand.
This world is not strictly a world of death. Quickly evolved descendants of biological weapons grow in forests, slowly
reclaiming the world once dominated by humans. In particular, mutated plants and insects are common. Because they
have evolved their own after the final war, many have become entirely different species than the biological weapons
that mankind had created. Many undergone various changes beyond appearance, they had regain their fertility even
through the lab-induced infertility created long ago-or to quote a classic movie, ‘nature finds a way’. More often than
not, these biological weapons are much more unpredictable and harder to kill than an undead by the characters in this
story. It can be said that the theory of biological weapons developed to fight the undead had been proven, quite
ironically.
Roll 1d8 for your starting Location or Pay 100 PC to choose where to start on Earth.
1: North America
You get to start anywhere in America or Canada. America is a bunch of blasted desert and Canada is a frozen
wasteland filled with the burnt remains of trees. A surprising amount of undead still war with one another over urban
areas no one has tried to claim to decades, still following orders from long dead commanders.
2: South America
A fetid hellscape of weaponized flora and fauna have taken over what is left of South America. What isn’t glowing
nuclear craters is endless miles of ever growing jungle in constant strife with itself, consuming and growing over itself
again and again. Not surprisingly there is little undead presence here due to the crazy plant life.
3: Europe
Not much different then the rest of the world. The skeletal remains of the old cities litter the country side. More
wastelands and more undead. Some areas are still locked in a perpetual Ice Age as rogue Weather Manipulators sputter
to life periodically.
4: Africa
Not much has changed here except for the lack of wild life. Its even more desert now and crawling with undead more
animal than man. Still a disturbing number of undead active here due to nearly 90% of the population being ‘drafted’.
5: China
Like most of the world, China is filled with the burnt remains of trees, desert wastelands and the occasional fungal or
forest patch around the wetter areas. Currently has the highest concentration of undead in the world. Also still one of
the most urban places in the world with cities overlapping cities. Be careful not to get lost in the graveyard of cities.
6: Russia
A frozen tundra where even the Undead have a hard time functioning. The skeletal remains of Russia's cities hold
what few undead there are here roaming the underground metro and such. Highest concentration of cyborg and robotic
undead can be found here. Also a high number of still active bunkers and missile silos for what good they will do now.
7: Australia
The last bastion of Humanity to fall. Not that anyone remembers. Not anyone alive. Still more desert and undead. An
oddly high number and assortment of jury-rigged vehicles still roam here. Strange. Also the last known headquarters
of the original team that created the Corpse Manipulation Technique. Who knows what else they cooked up lays here.
8: Free Choice
You get to start anywhere you wish. Any place that had a high concentration of people will also have a higher
concentration of undead so be careful. I hear Madagascar's fungal forests are lovely most times of the year.
Positions
Dolls do not wander the world on their own; they have sisters with them. Among their fellow sisters, each of the Dolls
fills a spiritual role- this is known as their Position.
From the six positions below, select a Position appropriate for your Doll.
• Alice: Akin to people, akin to girls, their warmth inspires their sisters.
• Holic: Irregulars whose egotistical desires have driven them to madness.
• Automaton: Combat Dolls who have suppressed their selves in order to avoid suffering.
• Junk: Veteran Dolls who have given up countless things, yet refuse to let go of it all.
• Court: Tactical Dolls who analyze the situation calmly and make sound decisions.
• Sorority: Natural leaders who bring together their sisters' hearts and strength.
• Drop In: You are an anomaly in this world. Will you put it to rest or try to save it?
Skills
Positions and Classes are not mere labels.
The Dolls themselves can learn and acquire abilities that are not dependent on their body parts.
These abilities are known as Skills.
You gain 1 Skill from your Position for Free, 2 from your Main Class for Free and 1 from your Sub
Class for Free. You can't take the same Skill twice.
Only Dolls which have chosen the same Class as their Main and Sub Classes may acquire that Class's
"Special Skill." This Skill is the unique ability of Dolls who have specialized in that Class.
Dolls gain Skills from their chosen Position and Classes Discounted price for half.
ALICE
Skills
There are some Dolls that are never able to get 200 CP: Maiden 200 CP: Healing
used to fighting. Though their lives have been Your voice and demeanor have a calming Your touch and presence does more good then a
ones of unending battle for countless days, quality. A simple conversation with you week of therapy. When aiding others, they can
countless years, the memory of tranquil times has the benefits of warding off Madness always get back to their feet more quickly and
remains in their hearts. It is for this reason that and even bringing people back to Sanity if shake themselves out of any funk they are in.
they remain human even now. only a little.
200 CP: Undefeatable Heart 200 CP: Princess 200 CP: Angel of Eden
No matter the hardships, no matter the trials or All your companions, friends and allies The thick of battle isn't always the best place
tribulations, you know deep down that you will are rallied by your presence. Should you for you. You find it extremely easy to path the
make it through no matter what. Its now much ever be injured, they will fight all the quickest route to safety from any battle or at
harder for you to fall into despair. You can harder to protect you by pulling out inner least somewhere safer. You also find it easier to
resist corrupting influences and madness more reserves of strength they never knew they lead anyone following you to safety.
easily then others. had.
200 CP: Prayer 200 CP: Warm Smile
For some its just a bit of lip service. Even in the bleakest of times, you find it
For you though, its a heart felt plea for help in in yourself to be able to smile no matter
saving those you care for deeply. Whether or what. It keeps a spark of hope burning
not someone answers those prayers, those who within you are all times and with effort,
your pray for that know you are trying to help you can kindle this spark in others.
find it easier to not give into Madness. Your smile and presence can once a day
Your prayers seem to have a warding effect bring a person back from the depths of
against sanity loss as long as people are around madness and give them hope.
to hear and or see you pray. While this won't completely remove the
effects of insanity and madness on
someone, you can at least pull them back
to something close to sane.
HOLIC
Skills
To have an ego is to embrace one's selfishness 200 CP: Fury 200 CP: Impulse
and desires. There are things that you want. Just let the fury flow! Stop holding back and Control is for the weak. Giving yourself over
Are those power? Love? Your past? start wailing on someone! You now find to your Madness heightened instincts, you
If you find one of them, you'll want another. your attacks deal more damage when find your attacks are quicker and your
If you find ten, you'll want a hundred more. attacking with abandon. movements swifter.
Even then, you won't be satisfied.
Even then.
200 CP: Carnage 200 CP: Insane Swiftness 200 CP: Drawn to Tartarus
Some say violence never solved anything. You Sanity is for the weak! No longer hindered When others are looking for safe paths of
think they just weren't using enough. by things like control and restraint, you find retreat or advancement, you are the one
Whenever you use aggression or a violent the closer you drift towards Madness the hurling yourself down cliff sides and into
action to solve the problem at hand, you find more destructive you become. Your mind enemy gunfire. As long as it would bring you
you have a much higher chance of success. teems with countless new ways to injure and closer to the fight, you gain a degree of
Equally applies in combat and for things like destroy those around you and you can pick mobility and spacial comprehension that can
percussive maintenance. the best choices for the job. only be described as insane.
200 CP: Fall Into Hades 200 CP: Limit of Madness
When your life is about ruining someone else Even Madmen have their limits and you've
day, you get a sixth sense for these kinds of found what yours are. Better yet, you
situations. figured out how to push your problems on
As long as you are actively looking for other people!
trouble, you gain a vague awareness of where Once per day you can free yourself from
to go and how to get there. some of the madness that torments you and
push it onto other people to bear. You can't
really control who it affects and it will affect
your Sisters, Companions and Allies.
AUTOMATON
Skills
Though you have a heart, you have suppressed 200 CP: Cover 200 CP: Reckless
it. In battle, you are no more than the gear of a When working together with your Sisters and Sometimes success requires sacrifice and
machine. Dolls are Dolls, after all. Companions, you work to better their you've found that by sacrificing your body,
It is only proper that dead corpses should have intended results. Even if its just holding the you can get things done. By pushing your
dead hearts. Those things you could not tools or holding back the armies of the body to the breaking point you are able to
protect while you still lived, you protect now. damned, your assistance helps get things increase the likelihood of success in
done much faster. anything you do. Note that this will hurt
you.
200 CP: Heart of Ice 200 CP: Foes are Foes 200 CP: Tears of Blood
You've seen the world end and the dead rise. Attacks made against your soul and mind are The damage in your head can't compare to
The weaker parts of your sanity long ago a dime a dozen. You know this and plan to the damage in your heart. Or your body for
committed suicide and now all that remains is make your opponents work for those attacks. that matter.
the cold, hard parts. It takes a lot more to drive No longer can mooks and minions nip at your Whenever an attack is made against your
you insane and you are better at warding off sanity. You are immune to weaker attacks mind, you can shrug off the damage by
Madness. that target your sanity and soul. inflicting physical damage to yourself.
The damage to your physical body must be
proportionate to the damage intended for
your mind.
200 CP: Prisoner in Limbo 200 CP: I am a Doll
War never changes and neither do you. For as I am a Doll. I am a Doll. I am a Doll.
long as you stand on the battlefield and can I am a Doll. I am a Doll. I am a Doll.
swing your weapon, you will never falter. For just a short while, you can forget
Minutes, hours, days, weeks or years. You can everything and become nothing more then a
go without respite for as long as you are Doll in your mind.
needed to fight and protect. Madness and insanity are ignored for a short
But just because you are mentally ready while cause you are just a Doll.
doesn't mean your physical body can always If you could feel hunger, pain or fatigue then
keep up. Your body will probably break down you can ignore it cause you are just a Doll.
before your mind and soul does. Be careful to not forget you aren't just a Doll.
JUNK
Skills
You have found strength in the things you have 200 CP: Follow 200 CP: Dweller in Hades
given up. You find it easy to effortlessly follow You've learned to do more then survive on the
But there are those you refuse to surrender. along one person be they friend or foe. battlefield. You've learned to thrive there. As
You could hardly lose any more of your body. As long as you are able to, you may long as you are on a battlefield or some sort of
But there are surely things you have not lost. move in an opposing or complimentary war-zone, you find you function better and
Though you struggle in vain, covered in scars, direction, in response to someone else have an easier time finding supplies.
you persevere. moving until you can no longer track
them with any various senses you have.
200 CP: Struggle 200 CP: Lame Beast 200 CP: Even Unto Tartarus
Life is not always easy but you find a way. A wounded beast is a dangerous foe and With everything breaking all the time, you've
When faced with a situation you find yourself so are you. found out how to do with as little as possible.
struggling, your chances of success are always a As long as you are physically capable of You've learned to economize your movements
little higher. This doesn't guarantee success but attacking then the more wounds you and energy to use as little as possible to get the
will at least save you from absolute failure most receive, the harder you fight. intended effect. This works doubly so in battle
of the time. as you learn to conserve your strength for when
you really need it.
200 CP: Defender of Eden 200 CP: Damaged Goods
When you decide to protect something, you Everything breaks in the end so why be
protect it for good. You may designate a small surprised about it?
area such as a building to be under your defense. Even if your body is shattered and your
As long as you are actively trying to defend it, most precious possessions lay in tatters,
enemies find they have a much harder time it doesn't bother you.
doing anything. They will trip over obstacles, You can be saddened by your losses but
find pathways too narrow and other subtly it will never hinder you unless you are
hindering effects stalling them. Should you ever no longer capable.
fall in battle, your will can linger on her and you IE: Having your arm chopped off won't
may continue to defend an area. startle or frighten you but don't expect
to be using it.
COURT
Skills
Strength does not arise only when wielding a 200 CP: Advice 200 CP: Anticipate
weapon. A word here. A subtle suggestion there. A For those 'just as planned' moments.
To think and to know are also strengths. not so subtle taunt. It all adds up in the end. You gain brief flashes if insight and intuition on
Within this ruined world, it is not a strength A few words from you to the right person whats happening around you. You can now
easily understood... but you cultivate it at the right time can be a serious boon. better anticipate the actions of those around you
nonetheless. Anything you say to a friend or foe can after watching them for awhile.
Things could be no other way. help or hinder in a small way at your
choice.
200 CP: Tactics 200 CP: Composure 200 CP: Foresight
Maybe its the countless battles you won in a Who's got two thumbs and keeps their By taking a moment to contemplate your next
previous life or possibly countless hours composure at all times? Whoops....lost a course of action, you gain a vague sense of
playing video games but you've gained a fairly thumb somewhere. While you can still things you will need to bring and courses of
solid grasp on basic tactics. panic and fret on the inside, you can keep a action you might need to take.
When directing those willing, people more cool and calm demeanor on the outside
quicker and more effectively under your with little effort on your part. Even if you
command. have to fake it, looking composed also has
a calming effect on others.
200 CP: Restraint 200 CP: Scapegoat
Where others run wild, you lay in wait. While not exactly the most honorable of
You gain a great deal of control over yourself tactics, should you need to you can
and your impulses. You are better in control of convincingly place the blame elsewhere.
your emotions and may will yourself to not Should emotions start to escalate or people
react to certain stimuli such as not blinking begin to panic, you can rally them against a
when someone swings at your face or gagging foe or target real or perceived. By directing
when smelling something foul. their attention elsewhere, this gives you
breathing room to plan or drive everyone
towards a common goal. The more obvious
the target, the more effective the result.
SORORITY
Skills
That others depend upon you is not a burden. 200 CP: Order 200 CP: Gathering in Elysium
It is your strength. You've got a natural talent for leading and Sometimes fanning out isn't the best idea and
Though your body has long been dead, others the voice to back it up. Orders you give are you need to regroup.
still rely upon it. more likely to be immediately followed You can now shout out a cry to regroup and
For as long as they do, you shall lead the way. and without confusion. Great for getting anyone within visual sight of you will rally
Even if there's nothing left of you but your everyone on the same page. too you as quickly as possibly if they can.
feet.
200 CP: Self-Control 200 CP: Secret Whisper 200 CP: Grace
When the world is teeming with undead Sometimes all it takes is a few words to You have a controlled, polite, and pleasant
horrors, your Sisters are all panicking and all inspire confidence in others. As long as way of behaving even under pressure. This
seems lost, at least YOU haven't lost your you are willing to share a true secret with might not seem like much but when everyone
cool. someone, the bonds between the two of is running about like a chicken with their
You are much better at controlling your you will increase. This bond will reassure heads cut off –and considering your Sisters
emotions and actions then others even under them when you are near and improve their might actually lose their heads and run about –
the most stressful situations. Also helps keep trust in you. Mind you this won't work with your graceful behavior can help rein them in.
you a bit more sane then most. all secrets as some are worth more then As long as you are trying to have a modicum
others and some will instead have the of poise and grace, your allies will too.
opposite effect intended.
200 CP: Tough Love 200 CP: A Sister’s Kiss
Sometimes when someone is freaking out, lost Oh misguided youth of the world! What
in their own sanity or just being a little bitch, has lead you astray? What untold loss has
you gotta show them some tough love. made you forsake others?
A good smack from you is enough to knock Sometimes enemies aren’t as bad as they
the sense into someone. If they have gone seem and just need a reminder that there
completely mad then you may need to slap are people out there that care. Now with a
them around more then once. gesture of good will you can help bring
people to your side by knocking some
sense into them with a simple kiss...be it of
your lips or maybe your knuckles.
Drop In
Skills
What are you doing here? No, seriously. 200 CP: Mint Condition 200 CP: Toy Makers Apprentice
You aren't dead. Your a living being. You are a You gain a brand new, straight out of the box Upon waking up in the world of Nechronica,
pillar of normality in a world gone mad. Doll body based on your own body. you find a worn book next to you and your head
As a Drop In, you are in a unique position. You are now undead and have significantly filled with weird, abstract memories. The book
Pun intended. reduced biological functions such as having is filled with crayon doodles that are barely
For starters, you don't have to have the body of a to eat or breath, capable of living off a legible. You find with each passing day and
Doll. Second, you have all of your memories. fraction of the normal amount of feed to every one of the undead you break apart, the
You also start as a living person and can choose the replaced lost mass. Your parts are now doodles and memories become clearer.
option to be a Doll. All Reinforcement Parts are replaceable and you can incorporate By the end of year 10 here, you will fully
now a form of wearable equipment for you or you Reinforcement Parts as normal. understand how to replicate the Slime Mold
can make them a part of yourself cybernetic like. Nanomachines and to craft Dolls of your own
As a Drop In you still get to choose a Class and a from human and non-human body parts. Early
Sub Class. Your powers work as normal meaning Note: This becomes and Alt-form after the on you start with the understanding on how to
some weird interactions. Even alive, you can be Jump if you wish better repair them.
dived into Head, Torso, Arms and Legs Parts for Now if only you knew how to copy and
the use of Skills. download peoples’ minds....
200 CP: Necromancy for Dummies: Volume 8 200 CP: Combat – A Guide to Kicking Ass 200 CP: The Fourecks Survival Guide to
Waking up here, you find a partially burnt book and Taking Names Finding Food in the Wild
titled 'Necromancy for Dummies: Volume 8'. Waking up, you find a thick field guide to A strange book apparently printed in XXXX.
Its mostly crusty pages, crayon scribbles, and reads Melee, Ranged, and Close Quarters Combat. Weirdness aside, it explains the basics to
like stereo instructions. Every day you spend Its very detailed and seemed well used. finding food in the wilderness. The opening
reading it, you learn a bit more about how the The guide seems to have stopped at least one chapters starts with how to lift a rock and find a
basics of creating the undead works. It'll take years bullet and may have been used to kill simple sandwich. You'd think it was a joke but
to figure any of this stuff out but should you something. you quickly try it out and you find a sandwich.
dedicate yourself to it then you will learn how to It gives you the Basics and Advance Later chapters also cover how to find Hot
copy minds and then download them into a techniques needed to survive most forms of Coffee in a bush and meals for two around the
suitable host or storage device. combat, how to build defensible positions, back of large boulders.
Now if only you could find the first 7 Volumes. how to work as a team, and also have Strangely, it never seems to work when anyone
detailed instructions on how to use any and is watching and no one else but you can read it
all Reinforcement Parts you've picked up as or use this ability. You aren’t entirely certain if
either attachments or equipment. this actually has anything to do with
nanomachines or if its actually magic.
Maybe the Benefactor is taking pity on you?
200 CP: The Anarchists Cook Book to Dolls 200 CP: Reaching Nirvana –1/2 Special Notes:
Reinforcement Parts always breaking down? You awaken to find a small pamphlet next to As the game doesn't originally have Drop Ins,
Running out of spares? Wish you could craft your you talking about proper breathing you are in a unique place when it comes to
own? techniques, sitting posture, mindfulness and some of the skills.
One part Alchemy, four parts Science, and several comes with several simple mantras. Many of the skills mention regrowing Parts and
parts things I can't mention on the internet without Reading and practicing from this pamphlet damaging Parts. As a living being, this brings
attracting attention from the Government. brings calmness and helps to center yourself. up some interesting questions. As such, all the
The first couple chapters is all about crafting Daily practice will help to ward off insanity, Skills work as they entail but you must keep in
Armaments. Most of them are fairly simple to fear, nervousness and improve your quality mind that if you are a living being that some of
make with the right ingredients and parts. Starts of sleep. them will do strange things.
with Molotovs and ends with crafting Mono- The last page starts with explaining what Basic Parts still cover your original body and
filament wire. Nirvana is and how to achieve it in three easy are covered in the four categories of Head,
Next comes Enhancements which comes with a steps which are listed in 2/2. Torso, Arms and Legs.
crash course in robotics, metallurgy and alchemy Sadly you don't have pamphlet 2/2.
to create the fascinating mechanical Parts here. If you take Toy Makers Apprentice,
The last part of the book seems to have been Necromancy for Dummies, and the Anarchists
crudely stapled on and written in crayon. Its filled Cook Book to Dolls then you gain the title of
with crawling script, obscene formulas and often Necromancer and be acknowledged as such by
indecipherable runes that seem to be cooking other Necromancers in setting should you
instructions for Mutations. Seems this section will pursue the use of your skills here.
take several years at least to figure out and require For good or ill.
a well stocked laboratory.
Class
Undead are created with a variety of types of armament.
In order to oppose the Undead, Dolls themselves are given reinforcements,
the seven trends in the manner in which Dolls are reinforced are known as Classes.
• Dolls must choose two classes; a Main Class which determines their combat style, and a Sub Class which strongly
influences it. These can both be the same Class. If you choose two different Classes, please be sure to decide which
one is the Main Class.
• Stacy: Dedicated and immortal, these girls are stout defenders.
•
• Thanatos: Goddesses of the battlefield who excel at close combat.
•
• Gothic: Predators who engage in the heresy of cannibalism.
•
• Requiem: Gun-using Dolls who are dedicated to ranged combat.
•
• Baroque: Bizarre girls whose bodies are twisted by mutations.
•
• Romanesque: Rotting princesses who dance with unparalleled grace.
•
• Psychedelic: Misunderstood with powers distort the laws of nature.
Skills purchased from your chosen Classes are Discounted at half price.
Only Dolls which have chosen the same Class as their Main and Sub Classes may acquire that
Class's "Special Skill." This Skill is the unique ability of Dolls who have specialized in that Class.
Each class also offers Free Reinforcement Points. Each Jumper and their Companions/Sisters gets these Free
Reinforcement Parts plus either 1 Free Tier 1 Reinforcement Part of their choice or they can upgrade a previous
Tier 1 to a Tier 2 OR a Tier 2 to a Tier 3.
Stacy
Skills
Reinforcement Points Special Skill 200 CP: Remain Dead
You gain 1 Free Tier 1 Armament 200 CP: Crawling Flesh Being dead means little to you. Losing parts
and 1 Free Tier 1 Mutation The flesh, meat and bone of your body even less. Even if broken and torn, you know
actively move about to keep your body won't die from the damage you take so you can
functioning. While not true regeneration, push your body further then others. Unless
the broken bits will cling and hold completely destroyed or fully severed from
themselves together as to still be useful. your body, you can pull your Basic Parts back
Even better, severed parts can still move if together through sheer force of will over time.
you will them to. Parts torched by fire, Muscles will push broken bones back together
dissolved by acid or similar are rendered and skin will hold itself in place.
useless.
200 CP: Unfazed 200 CP: Defend 200 CP: Meat Shield
Nothing but utter destruction of your soul and As long as you are within close proximity What the point of having an immortal body if
madness can stop you and you know it. of someone, you can freely place yourself you aren't going to use it like one?
Nothing can faze you and you learn to ignore in the way of any You can will your flesh to become extremely
distractions at will. You can now walk straight oncoming attacks targeting them. durable for a short while ever minute or so.
on into a machine gun barrage or a burning As long as you will it and are willing to This lets you shake off or even fully negate
building and treat it like a stroll through the take the damage, no harm will befall those most forms of damage and all its associated
park. This doesn't mean you are immune to you protect. effects.
damage. You can just ignore the psychological
effects and similar distractions.
200 CP: Made to be Broken 200 CP: Organ Donor 200 CP: Corpse Style
You can push your body to the breaking point You can freely donate your Basic Parts to A specialized form of Martial Arts suited for
to be more effective. By removing your your Sisters and allies. Any part you donate those who are undead. It revolves around the
physical limiter, you can unleash all the to a Sister will always work and parts you fact that you can do more with an undead body
potential in various parts of your body to donate to anyone else have a near 100% then you can a living body. As such you are
increase their output for several seconds. chance of successfully grafting. Great for adept with all Reinforcement Parts installed or
Doing so immediately breaks that part after sharing an eye with a Sister who has lost equipped and know how use your body to its
wards though so be careful. With this you can one or getting someone more capable back fullest.
put all your effort into running or jumping at on their feet---or yours to be exact. Some might find it weird that you are using
the cost of your legs, punch with all your entrails as a flail or braking off your
your might at the cost of your arm, or even see Hand to jab someone with a jagged piece of
extended distances by pushing your eyes to bone but you do what you have to to survive.
bursting.
Thanatos
Dolls made for battle.
Warriors that fight eternal.
Incarnations of death and destruction.
Leading roles upon the stage of slaughter.
The specialty of this Class is combat power.
They are corpses made weapons, designed
completely for their offensive ability.
Burning with fury despite the chill of their dead
flesh, they are as storms of destruction.
Skills
Reinforcement Points Special Skill 200 CP: Queen/King of the Underworld
You gain 1 Free Tier 1 Armament 200 CP: Unlimited Destruction You don't have time to worry about the peons
and 1 Free Tier 1 Enhancement. You have mastered the art of the counter holding you back from glory.
attack. By taking someones attack head on, While in a combat situation, the likes of mooks
you leave them open to an immediate and swarms of weaker foes will never slow you
assault from yourself. down or impede your movements.
Once their attack hits, time seems to slow As an added bonus, as long as there is a more
down around you to give you enough time worthier foe to fight one on one, it becomes
to hit them with every attack at your extremely hard for any mooks and swarms of
immediate disposal be it fist, foot, head- weaker foes to hit you in combat.
butt, ranged or melee.
200 CP: God of Death 200 CP: Drama of Death 200 CP: Dead on Target
Melee weapons seem to fit perfectly in your Where one warrior can kill a dozen men, You rarely miss when it comes to melee.
hand after only a few swings and you can two warriors can kill two dozen. With you The melee attacks you make have greatly
always use them with some skill. though, two people can easily kill three increased accuracy when you are targeting a
dozen! When fighting in conjunction with specific part of your opponent.
an ally against the same foe or target, your Great for when you are aiming to take out a
attacks land more frequently and deal even single finger or maybe just targeting their heel.
more damage.
200 CP: Calamity 200 CP: Instantaneous 200 CP: Judgment
With a single swing, a dozen foes seem to fall. Called Iaijutsu or the Quick Draw. Some believe more is better. You know that is
When using a melee weapon, the collateral You've mastered the art of drawing first not true. You gain a clear understanding of just
damage you inflict seems to go through the and attacking in the same motion. how much is enough in a combat situation. In a
roof in the most devastatingly way possible. A When facing an opponent, your attack will fight you have an intuitive understanding of the
single swing from a sword always manages to always go first. This doesn't guarantee you minimal amount of force necessary to get the
cut several people, spears punch through one will hit your opponent or that you will even intended result. No longer will you need to
person to hit someone else and so on. do damage. double tap then you know a single bullet is
Be wary as this includes Friend and Foe alike. This doesn't work with any attacks that enough.
have to charge up; only attacks that are
ready to go can be used.
Gothic
Heretical Dolls.
The natural enemy of the dead.
Dolls built to oppose the Undead.
Cannibals in their right mind.
The specialty of this Class is all manner of heresy.
Eaters of the dead, they strike fear into other Undead as the apex
predators of the food chain.
Skills
Reinforcement Points Special Skill 200 CP: Predator
You gain 1 Free Tier 1 Mutation 200 CP: Voracity With a roar, a mad cackling or even just the
and 1 Free Tier 1 Enhancement. As a Doll, you were made to destroy all right posturing, you can make it apparent to all
others that got in your way. you witness you that you are top of the food
To further this goal, with a days time and chain. Using this skill makes all roughly your
sufficient mass consumed from your prey you equal or lower quell in fear, stand in
may amazement or something similar as they gaze
Regenerate your Reinforcement Parts. upon you. This does little more then make
everyone stand around for a few seconds but
maybe that is all the time you need?
200 CP: Vile Repast 200 CP: Delight in Corruption 200 CP: Rip and Tear
Killing is your business and business is good. When killing must be done, time can be a Huge guts!
Some killers go for efficiency and then there hindrance. You find that you work at an You get back to basics. The REAL basics.
are those who do it for the spectacle. accelerated pace when you are actively When attacking with your Jaws and Hands, you
Whenever you make an attempt to tear your hunting or trying to kill someone or find you deal more damage then most and its a
opponent limb from limb, or just rip something. Your movements become swifter, great deal easier to dismember your foes.
something off in general, you can always find your attacks quicker and the cool down of One good bite can completely chomp through a
just the right hand hold. Just the right any of your abilities related to combat and leg and one good pull can rip off an arm.
leverage. Just the right timing. killing are reduced somewhat. It all adds up
to let you kill quicker and sooner.
200 CP: Feast of Flesh 200 CP: Lick Jowls 200 CP: Ultimate Predator
Waste not, want not. Such a base and primal action such as licking Designed to destroy, you have a knack for
By cannibalizing the dead, you can grow your lips is enough to incite fear and horror getting the most bang for your buck. When
back Basic parts given enough time and in others. inflicting damage with your Unarmed attacks,
mass. A good rule of thumb is equal mass to By making your intent to bring harm known the damage you inflict has a way of spreading
lost mass ratio and an hour per pound of to others by licking your lips or some similar or widening across a larger area.
flesh. action involving your mouth such as a biting Breaking an arm and you also break the wrist
motion, you can slow, hinder and slightly and elbow. Scratch someone and you always
alter the travel of your prey. seem to snag and tear their flesh.
Lure them into ambushes, make them take
the long way around, or possibly just play
with them awhile.
Make them know they are next on the menu.
Requiem
Dolls that use firearms.
Requiems of the end.
Fantasias for those without souls.
The sole notes heard within this world.
The specialty of this Class is range.
Created to defend important positions, they also excel as
guerrillas. The report of their guns are the only melodies that
resound within this ruined world, like bells tolling for those
whom they lay to rest.
Skills
Reinforcement Points Special Skill 200 CP: Hand of Death
You gain 1 Free Tier 1 Armament 200 CP: Magic Bullet You put the term Quick Draw to shame.
and 1 Free Tier 2 Armament. Distance is a problem for some people. Not As long as you have the capability to make a
you though. Whenever making a ranged ranged attack, no matter the condition or position
attack, your attacks fly true and far. Really you are in, you can draw your weapon and make
far. Were talking chucking afootball across a ranged attack with it. Time also seems to slow
two or more fields length wise or knocking around you long enough for you to take in a
tin cans of a fence a mile away with your situation and all visible targets whenever your
pistol. God have mercy on the poor fools hand touches your gun or ranged weapon.
who face you when you have a good rifle or
bow. They won't even hear the shot.
200 CP: Gun God 200 CP: Lullaby 200 CP: Rear Guard's Pride
Everyone is good at something. You happen The song of war is something you know You take pride in your dedication and effort put
to be really good with guns. Not just guns. well. You can fall into a trance during into your attack. This goes a bit beyond just
Any ranged attack just works better for you. combat to greatly increase a single aspect of normal pride though. Every ranged attack your
A few moments familiarizing yourself with yourself at the cost of others. By giving up make or attack involving explosives can miss but
a weapon and a few practice shots is all it evasion and defense, you can increase your will never miss in a way that brings you
takes to become proficient in most forms of offense. By sacrificing offense and defense catastrophic failure. Neither will the attacks
ranged weaponry. you can increase your evasion. And by no unknowingly injure random people such as
You also find you become pretty darn good at longer going on the offense or evading you civilians or passerby. Note that your explosives
making trick shots. can focus entirely on defending yourself. will still possibly injure people should you set off
a bomb in a crowd, you never have to worry a
stray bullet will kill someone you don't intend.
200 CP: Concentration 200 CP: Gun Kata 200 CP: Trusted Companion
All it takes is a single breath, a heart beats The focus is style and the usage of firearms To some a weapon is little more then a tool. You
time, to bring yourself to focus and in ways that they were not designed to be know that its more then that. A good weapon will
concentrate your attentions on a single target. used. see you make it through a hundred or more
While in this focused state, your accuracy A gun in each hand while jumping to the battles and might have a dozen uses no one has
increases significantly and you find you can side at the same time, shots from behind the thought of. Constant care and maintenance goes a
ignore most distractions. back, as well as the use of guns as melee much longer way in keeping your gear in working
weapons are all common. Other moves can order. Your weapons seem to respond to that TLC
involve shotguns, submachine guns, rocket and will perform even when others would
launchers, and just about anything else that consider them broken or ruined. Better yet, unless
can be worked into a cinematic shot. If it the weapon is complete disintegrated or molten
would look cool in a movie while you are slag, you find its always repairable after a little
holding a gun or similar ranged weapon, more tender love and care.
you can probably pull it off .
Baroque
Deformed Dolls.
Manufactured mutants.
Shaped to anothers whim.
Woven from twisted flesh.
The specialty of this Class is mutation.
They are chimeras created from a multitude of corpses.
Their incomprehensible bodies possess
incomprehensible abilities.
There are many whom are particularly swift.
Skills
Reinforcement Points 200 CP: Instrument of Evil
You gain a free Tier 1 Mutation Special Skill By tossing aside all form and flashy techniques, you
and a free Tier 2 Mutation. 200 CP: Mutated Being can imbue an attack with nothing but pure
Your form is more abstract and free form then destructive power.
anything else found in nature. When you make an attack, you can put everything
As such, you have a great deal of control over your you have behind it to greatly increase the damage it
body and freely shift around your internal organs will inflict. This doesn't help with accuracy but even
while also twisting and contorting your body into mundane items used as weapons or attacks with
near impossible shapes. parts of your body you don't normally attack with
This lets you dodge attacks more easily while also can potentially now deal lethal damage.
keeping the bits you like constantly moving and out Were talking finger flicks to destroy bricks and
of danger. using a broom to crush bone.
200 CP: Super Strength 200 CP: Regeneration 200 CP: Extreme Mutation
Nothing fancy to say about this. You find the lesser wounds and damage to your body Seems a bit more care was put into your creation by
You got super strength! All of disappearing as your flesh knits itself back the Necromancer then most.
your Unarmed and Melee together near instantly. You gain a free Tier 3 Mutation that counts as a
attacks deal more damage. Do You won't be growing back lost body parts with this basic part of your body.
you even lift? Of course you do. but at the least it helps mitigate larger damage and
shrug off smaller wounds.
200 CP: Mad Demon 200 CP: Karmic Corpse 200 CP: Crystallization
In combat you are a demon of Time and time again you've been sliced, smashed A strange mutation to be sure. Your body can
destruction. You physical form and shattered to pieces. What does it matter if you explosively grow defensive crystal-like bone
is your weapon and as such your get a little broken now? structures in reaction to the damage you take.
find it easier to use your Hands grow back in hours and more complex parts You will find you can now ignore the concussive
Unarmed attacks. You gain a such as eyes and brains in a day. properties and some damage from most explosives,
greater deal of control over your Won't regrow any bought Mutations or that you're extremely hard to dismember now, and
physical body to inflict more Enhancements sadly. Careful not to lose those. that by growing into your surrounding can root
damage and gain better yourself into place so you won't be moved around
precision with your strikes. unless you want to be.
Romanesque
Dancing Dolls.
Princesses of the netherworld.
Corpses trapped in a tarantella.
Beloved playthings, cast away.
The specialty of this Class is adroit mobility.
When they were alive, they danced for others' pleasure-
dances as precise as clockwork, down to the
movements of their fingertips.
And now, just as they were then, they shall be beloved
once again.
Skills
Reinforcement Points Special Skill 200 CP: Caress
You gain a free Tier 1 Enhancement 200 CP: Battle Maiden A touch here, a subtle push there, or a slight bump.
and a free Tier 2 Enhancement You're faster, your movements are far more efficient That is all it takes to throw someone off balance
and you're generally streamlined and designed and you know all about balance.
with battle as the sole purpose. While in combat, you know just where and what
For you there is no such thing as not ready for to do throw someone off their game if only few a
combat. You can go from relaxed to combat mode few seconds at a time. Those few seconds add up
faster then someone can blink. though.
200 CP: Tuning 200 CP: One's Many Charms 200 CP: Deranged Gears
You know the benefits of staying in Posture, grace, elegance, and beauty. Its not enough that you should win but that your
shape. You keep these things in mind at all time and it helps enemies should fail. As you dance about the
Constant maintenance of your Parts to dramatically cut down on wasted movement. battlefield, you choreograph the fight in your
and Reinforcement Parts and those You've legs move swifter and your hands move more favor. You dip and bow at just the right times so
of others has some obvious deftly. This makes your attacks involving your arms that enemies collide into each other and missed
benefits. You and others you take and legs more efficient and deadly. attacks hit their allies. You jump and spin just so
care of will have their Parts that your foes fall into friendly fire and
function perfectly even when unbalanced enemies flail into oncoming traffic.
damaged but not entirely destroyed.
200 CP: Clockwork 200 CP: Dance of Death 200 CP: Waltz
An exquisite Doll such are yourself You gain great flexibility and mobility, seemingly Are we human or are we dancers?
requires exquisite parts. even beyond your bodies limits. In this case you are a dancer and as such have
You gain a free Tier 3 Enhancement This lets you contort, leap and bound about in a moves like no other. As long as you are dancing,
that counts as a Basic part. grandiose manner. enemies find it harder to see and target you.
Psychedelic
ESPer Dolls.
Diversiform distortions.
The amanuenses of madness.
Abilities beyond comprehension.
The specialty of this Class is the paranormal.
Their powers essentially distort the laws of nature.
Amongst all the pallor of the dead, the Psychedelics shine
singularly bright... like jewels ripe for the taking.
Skills
Reinforcement Points Special Skill 300 CP: Pawn's Gambit
You gain a free Tier 1 Enhancement 400 CP (Non Discountable): Time is relative or something.
Yes, just a single. Not a typo. Vortex of Destruction The point is with great effort, you can distort time
Some people just want to watch the world burn. around yourself or others every couple minutes.
Special Rule Once every 24 hours, at the cost of most of your Doing so lets you or one other gain a couple
Dolls of other classes cannot acquire sanity, you can compress a 3ft wide sphere of seconds now at the cost of losing a couple seconds
Skills from the Psychedelic Class using space into a 1in sphere and send it hurtling a few moments later. Within the next couple
CP. across the battlefield. minutes of using this power, whoever was targeted
Anything caught in its path gets compressed seems to blur and freeze in place for the same
into that 1in sphere. Legions and Swarms are amount of time gained earlier. If attacked during
completely destroyed and most other foes are this time, they can do nothing to prevent it and
certain to suffer great damage if not limb loss. will immediately take all the damage accumulated
during that time instantly.
This can only grant and take 15 seconds at most
and can even be used when all your Parts have
been Destroyed.
300 CP: Distorted Power 300 CP: Will to Refuse 300 CP: Shared Loss
Even if all your Parts are destroyed, your Mind over Matter. Through sheer force of will If you have to be a Doll then why not a Voodoo
mind is still a powerful weapon. You can and the power of your mind, you can negate Doll? You can link yourself to one target within
shatter bone and twist flesh at a range of some of the damage around yourself and others 30ft of you and should you suffer damage, they
roughly sixty feet with a thought. It takes up to a range of roughly 30ft. This can be used suffer the same damage. All physical damage is
several moments to ready yourself even if all your Parts are destroyed. copied in a like manner to the target as long as
between uses. they have a form similar to yours.
300 CP: Twist of Fate 300 CP: Embrace of Souls 300 CP: Throne of the Void
The wounds of the body are nothing Sometimes you need to bear the weight of the Its time you escaped your Earthly chains.
compared to the wounds of the soul. By world on your tiny shoulders. You can freely Gravity no longer shackles you to the ground and
distorting reality around you, you can draw the Madness and Insanity out of others at you may now freely hover several feet off the
completely negate attacks made against the cost of inflicting it on yourself. ground and move at the same speed you could
you at the cost of gaining a roughly equal You gain their paranoia, their afflictions and walk or run.
amount of insanity due to the stress and their phobias. You can only hold one persons This also allows you to move around even if
backlash of your powers. Madness and Insanity at a time though. Once or you've lost your other modes of locomotion.
You will quickly go insane with constant if you ever cure yourself, you can then freely
use. draw in someone else.
Reinforcement Parts
A Doll is separated into two kinds of Parts.
Basic Parts and Reinforcement Parts.
Basic Parts are what compose your body and in turn come in four
sections: Head, Arms, Torso and Legs.
When a Reinforcement Part refers to being added or installed
somewhere, its one of those four sections. If not stated you may install
them anywhere.
Reinforcement Parts are purchased during Doll creation and are very
rarely found attached to enemies.
The main difference between the two is that normal Parts are easily
replaceable either by simple taking them from other Undead or
grafting them from a Sister. Several Position and Class abilities also
let you replace, regrown or regain Basic Parts over time or for a
simple cost such as consuming mass.
Reinforcement Parts are different in the fact that they were specially
crafted or created for your Doll or the Undead they were attached to
and or wielded by. If damaged or destroyed, they take a lot more time,
effort and resources to repair or replace.
This can be for a variety of reasons but the simplest would be to
attribute it to lack of proper or rare resources of which you would be
aware you are lacking.
Nechronica: Armaments
Weapons, guns and other offensive equipment. Ammo and fuel is replenished over time by nanomachines.
Tier 1 Armaments: 100 CP
Kung Fu: Nail Bat Molotov Cocktail
You know Kung Fu. You aren't a master A good old solid piece of oak studded with Not very accurate and doesn't discriminate
but you know more then the basics. A screws and nails. Has an unusual tendency to turn between friend and foe. Sometimes you just
computer chip in your head holds all this your foes into a bloody mess. The heads of need to burn something to the ground though.
knowledge. Don’t lose it! undead in particular seem to pop like ripe melons. You get a backpack full of these. Seems to
always refill itself at the end of the day too.
Crow Bar Axe Meat Cleaver
The Crow Bar. A solid, multi-use tool Time to kill zombies and cut down trees. And it He keeps hackin’ and whackin’ and smackin’
made of titanium. Use it to stab, jab or looks like you are all out of trees. A well used He just hacks, whacks, choppin’ that meat.
bash. Maybe even use it for its intended looking fire-ax. Still has the red paint on the One very well used looking cleaver that cuts
purpose. Wait, that's killing zombies, head. Well, its probably paint. through bone and flesh with ease.
right?
Katana Shovel Handcannon
Folded a thousand times from superior Gardening implement and zombie decapitation Dirty Harry wants his gun back. Enjoy your
Japanese steel! Possibly also found in a tool. Can you dig it? new 44 Magnum Revolver. It kicks like a mule
novelty store somewhere. and is heavy enough to pistol whip someone to
death.
Sniper Rifle First Aid Kit Chainsaw
One of any of the dozens of long rifles Used band-aids and crusty gauze! Just kidding, A classic staple of any undead fighting arsenal.
that carries the title of Sniper Rifle. you get a nice, shiny, new First Aid Kit. One of The sound it makes has a psychological
Comes with a hundred round box of those huge red ones with the white cross on the bolstering effect. Loves to cut off limbs and
ammo that refills each night. Someone front. Comes with a free matching satchel! Don't never seems to need fuel.
seems to have etched, “Reach Out and help a whole lot considering everyone is dead but
Touch Someone” into your gun. it will help keep everyone together a bit longer
by letting you fix some damage to Basic Parts.
Tier 2 Armaments: 200 CP
Barbed Wire Coffin Net Gun Armor Plating
Wrap your weapons in it! Wrap your You wake up inside a coffin. It A strange weapon that doesn't Sometimes you just need to start
armor in it! Wrap yourself in it! Come has your name on it! Its also deal a whole lot of damage but bolting metal plates to your body.
on! It'll hurt those guys more then it'll made of some really sturdy is great for capture people or at While it won't cover you completely
hurt you! You get a spool of barbed stuff so it makes a great shield. least slowing them down. as to leave you mobility, a little extra
wire to cover yourself in. There is The best part? As long as its Doesn't work very well vs protection never hurt. As an added
only enough to wraps yourself and not crowds. You can reload the net bonus, you get a fairly significant
your weapons in. It'll give you a bit of molten scrap or something, it and the weapon builds pressure resistance against explosives!
extra protection and has the habit to will help regenerate your Basic overtime on its own.
seemingly lash out at those that attack Parts at one every 24 hours.
you.
Boot Knife Boost Ball & Chain Shotgun
Its a knife! In your boot! Comes with A hand to hand technique on a A huge metal ball on the end THIS IS MY BOOM STICK!
a free pair of boots! The blade pops chip installed in your head that of a chain. Spikes are optional. The twelve-gauge double-barreled
out when you need it and goes away allows you to reflexively leap Great got knocking things over Remington. S-Mart's top of the line.
when you don't! Your enemies will away at an enemy's touch. Its be they buildings or beings. You always seem to have a couple
rarely see it coming! Whats not to not a hundred percent effective shells in your pocket when you use
love? but it could save your life by this gun.
letting you put some distance
between you and a foe.
Machine Gun Bear Gun Twin Pistols Hand Grenades
For when you need to lay down some Small gun. Big Boom. This For when you need to think Its a satchel of hand grenades that
cover fire or just mag dump into some packs a large punch in a small you look like a bad-ass. refills at the end of the day. Have
poor sod. Unusually package. Careful you don't A matching pair of pistols and fun.
effective versus crowds. break your wrist. complimentary gun holsters.
You may also Import a small Item of your choice to fill in for your Treasure.
The item become breakable for the duration of your stay here. As long as you have your Treasure with you, you will
slowly regain sanity over time. It may takes takes months or years to cure complete Madness but it will help you in
the long run. Should your Treasure ever be destroyed, you lose a valuable piece of yourself you can never regain.
Once the Jump is over, the Treasure still keeps its function and will repair itself over time.
If destroyed or lost during the Jump then its gone for good and so is a piece of yourself.
Treasure Table
Just a short list of items you can roll on or choose from or maybe use to get an idea for an item of your choice.
01 Photograph 02 Book 03 Undead Pet 04 Mirror
A photograph taken when An old, tattered and filthy book. A You can't imagine why it was You have a small hand mirror.
civilization still existed. A book you've read time and time made, but you have a rare zombie You've made use of it many
fragment of happiness cut short. again, until now, words you know such as a kitten, crow, or mouse. times. You might not like the face
Perhaps it's you from when you not the meaning of are engraved With it around, you'll never get reflected in it, but the reflection
were alive... into your memory. bored. itself is precious to you.
05 Doll 06 Stuffed Animal 07 Accessory 08 Cute Clothes
A rather cute-looking doll. A cute stuffed animal. But you've A ring, necklace, or another Though your body may become
Perhaps it's broken somehow, just had it for so long and carried it accessory that sparkles prettily. horribly twisted, the cuteness of
like you are? into so many fights, it's already... But to you, it has value beyond its the clothes you wear is forever
beauty... the same. As long as you wear
them, your heart will stay the
same as well.
DRAWBACKS
You may take as many Drawbacks as you want but can never gain more then +800 CP total.
Lost In Translation: +0 CP
Sometimes things are lost in translation and now so are you. This world is now a whole lot more vague and less concrete.
Maybe its nanites or maybe its magic making the Undead. No one quite knows who or what the Necromancer is or if there
is more then one. Things will a bit weirder here but try to have fun, okay? After the Jump, perks, items and powers remain
magical in nature of they would be so in their nature.
What the hell is with the +0 CP Drawback? TL DR: Originally we only had a partial translation of the setting and it all
pointed to everything being magical in nature for resurrecting the dead. Fast forward 2 years and we got a final
translation that made it all Nano-Tech. Its simply a drawback to allow people to grandfather their magic builds.
• Horror – The Horror is the next step in evolution of Legion. Whereas Legion are completely expendable, Horrors are
expensive in resources as well as mold, and are brutish and efficient when it comes to killing. With a minimum of
personality and a maximum of combat power, they are the strong-arms of the ended World; a Doll would have a
difficult fight with one of these.
• Savant – Technically the next step up from a Horror as well as the Doll’s alter ego in more ways than one, the Savant
is a corrupted personality with its mind bent on one thing; killing its doppelganger, or the True Doll. Also unlike
Dolls, Savants are under complete control of the Necromancer; all the NC has to do is put in a personality value, crank
it up to eleven, and point it at the nearest Doll party. Savants will unquestioningly obey the order of a Necromancer.
• Doll – As explained before, the Doll is the portmanteau of a stable personality and a collection of Memories, many
of which are not the original body’s. All *strong* Necromancers possess the capability to make Dolls, but require
special materials such as the Think Tank (a data drive full of human memories) as well as large amounts of mold.
Dolls think and speak for themselves, and as a result a band of Dolls can turn on their own Necromancer and
potentially defeat it (but nobody has done it… yet.) It is also possible for two groups of Dolls from opposing
Necromancers can become friends. In this world of the autonomous undead, Dolls are the true wild card.
• Necromancer – The Necromancer cannot be easily fabricated, and as such there are a steadily dwindling amount of
Necromancers on the planet. Each Necromancer is a combination of Mold, pure energy and a special chip called a
Hex. The Hex is what focuses the dead-raising powers of the Mold, and as such powerful Necromancers can have
hundreds of Hexes in their bodies. Necromancers are fickle beings, as childish as they are serious, and are notoriously
unpredictable- as much as the Dolls they create.
The Necromancer is a presence that can be called the king of this ruined world, but the term is not accurate if there is
more than one necromancer in a given area. For a fixed location that can be called their own territory, where they are
holed up intent on creating an eternal paradise to make his or her own; undead populate that territory.
However, eternity is terribly boring. With Necromantic technology, subjects can be made- and with these subjects, the
Necromancer can act out dramatic situations. Thus the subject can be called a "Doll". The personality of a Doll is
preprogrammed by the Necromancer. Many Necromancers enjoy having their Dolls be girls, and by extension grant
them the personality of a young girl. Although there is no technical reason to, it would not be entirely different than
the dolls that exist in reality.
A Doll can be considered completely human in their behavior. This is not the case with their counterpart, ‘Savants’.
Whereas a Doll may have a signifying trait, such as kindness or honesty, a Savant is either a corruption or coarse
enhancement of that trait. It should be mentioned that Savants are also deliberately made by Necromancers, as well as
another source- abandoned Dolls. An abandoned Doll can either fall into madness and become a Savant, or be actually
‘free’- if they are not picked up by the next Necromancer.
For the Necromancer, it is entirely possible to design the ego and intellect of the undead based on personal preference,
and is embedded with a set of memories, behaviors and habits that closely resemble a living human being, regardless
of their preference for the doll. This is the methodology for giving the personal identity of the human doll. However,
not all memories are suited to their new Doll vessels. A Doll can be made to suffer by remembering that it was once a
grown man- the loss of personal identity, old and new, breaks minds equally. The reason for storing these memories in
Dolls is both a depraved hobby of the Necromancers, and also their underlying function. Before and after the war,
people wanted to store their memories in computers; the only computer capable of simulating the human and personal
ego is the Slime Mold computer; the doll is a walking information node of a larger Slime Mold computer system.
Therefore, it is common that these memory tanks have scrambled, corrupted memories, and therefore have lost the
sense of self-identity. Self-identity, when built up by a Doll on their own, can come crashing down when a specific,
personal memory is vividly seen; the image that they built of themselves is lost to the tides of identity confusion and
the like. This is how Dolls can become Savants. More often than not, these Dolls wake up in the middle of a barren
wasteland with horrors trying to eliminate them- Removing memories of past comforts makes the Doll become
quickly accustomed to the environment.
What a Necromancer does with their dolls is up to their personal preference. However, much of their enjoyment
behind making Dolls is the gradual discovery of personal memories that bolster and destroy their ‘character’.
Dolls are as much of an enigma to the Necromancer as they are themselves. In the baseline, their motivating goal is to
collect their Memories. However, if that is their only motivating goal, why would they do anything else? They are
humans as much as they are robots made of flesh.
Most Dolls scatter across the wasteland, never to find the memory dearest to them. Some form townships and
colonies, and some nomadic tribes. But as this is Nechronica, a long sequel to a pathetic ending, it is up to the players
to complete their patchwork memories.
2055: The completion of the Grand Unified Theory results in the first workable quantum computer. Performing millions of complex
calculations per millisecond, humanity's technological progress seems hopeful.
2063: A theoretical physicist announces the 'Ego Dimension Theory', a radical conclusion to the multiverse problem. Denounced
because it was so religiously centric, he is dismissed.
2065: The physicist that announced the EDT is murdered by an unknown group.
2076: Desertification, rising sea levels and air pollution gives rise to a new agency monitored by the UN.
2088: The slime mold discovered in 2049 finally is integrated into the quantum computer. The computer is able to learn at an astounding
rate. This prototype is constructed in various development labs around the world.
2091: Local weather manipulation is a success. Meteorologists conclude that weather will become predictable within the next decade or
so.
2099: Nuclear power is now the leading source of energy, after oil wells have started to dry up nearly forty years back. Coastline
facilities, however, are at risk of rising sea levels.
2100: The Middle Eastern Water Wars begin. As desalinization plants are monopolized by governments, a revolt begins due to the lack
of water.
2101: The murderers of the EDT physicist are revealed to be a large European organization. They have been working with the stolen
EDT and the Slime Mold Computer to create artificial consciousness, albeit unsuccessfully.
2103: The Water Wars intensify as weather machines become practical. Constant rain on Middle Eastern cities cause increased dryness
in other areas.
2109: Southeast Asian countries have increased reports of people going missing. Of course, this is chalked up to organized crime, and is
ultimately ignored.
The Water Wars have spread to South America, and the deserts are beginning to overtake jungles. Suspecting that neighboring
countries have stolen water via weather machine, tensions rise.
2118: The conflict in South America explodes, literally. A limited nuclear exchange leaves large swaths of land contaminated by
radiation. Refugees flee north. The fallout begins to spread.
2121: After three years of increased radiation levels, the World Environmental Organization finally deploys swarms of nanobots,
artificial bacteria and genetically altered insects made specifically to eat and process radioactive elements.
2123: In an isolated learning experiment with the learning Slime Mold Computer, the computer inexplicably and suddenly becomes
aware of the Ego Dimension Theory. It becomes obsessed with inventing theories that solve it. Scientists baffled.
2130: The undead appear. With slime mold replacing the neurons of the body, hordes of irradiated zombies emerge from the Andes and
terrorize the cleanup operation in South America.
2131: An Undead Panic. Doomsday cults claim they are right, and commit mass suicide. Riots, arsons and murders are rampant where
the media craze spreads.
2132: The 'MEL' doomsday cult posts an announcement on its webpage, claiming it has found a method to control the zombies. Minutes
later, the site goes down.
2135: Nuclear terrorism attack with ties to MEL simultaneously hits all major cities of the world. Maintaining diplomatic
communication, the world leaders avoid an all-out exchange.
2136: 'Endgame War' MEL leaders are found, brutally murdered by a third party. Drag marks indicate some of the bodies are gone.
2138: With a significantly increased infant mortality rate, the human race begins a downward trend.
2139: Freshwater springs are no longer a thing, the contamination reaching so far into the earth's crust. The only available water is from
water desalinization.
2140: A new Nuclear Weapons Treaty is signed. This time, it forbids the production and possession of nuclear weapons. Superpowers
must find a new method of enforcing their dominance.
2141: Stolen data from the MEL cult and research in a black operations lab in Europe results in the publication 'Corpse Manipulation
Techniques', essentially the earliest Necromancers. Scientific morals collapse completely.
2142: The first 'Undead Weapons' are deployed onto the battlefield, a de-evolution to the days of massed lines of infantry.
2144: The Corpse Manipulation Techniques are leaked onto the internet. Undead armies, government-affiliated and otherwise, crop up
all over the globe. The researchers affiliated with the original CMT create their own sovereignty in what is left of Australia, their leader a
Necromancer.
2145: Cloning is exploited. A healthy human body is cloned, then immediately killed to be fed to the growing armies of the undead. The
UN is in tatters, the nations beginning to turn on each-other.
2146: Thanks to the meticulous efforts of the Slime Mold Computer, the Ego Dimension Theory is finished. It is proven that it can be
paired with nanotechnology to make a form of personality transition, or brain uploading.
Large companies and governments launch the 'Personality Shelter Initiative', an effort to preserve the minds of the powerful.
2148: Efforts continue to transfer a personality into an undead host. The experiment was successful, but the prototype escaped the lab
whilst dealing great damage to lab equipment.
2151: There are more undead than there are humans on the planet. Dying national leaders succeed in personality uploading into a slime
mold computer. Personalities have the capacity to learn.
2153: The undead arms race is becoming unstable. Entire countries have their civilian populations converted into undead.
May 7, 2153: The Sodom Incident. The CMT Enclave attempt to abuse the personality uploading method, resulting in multiple copies
of the same person in the same area. Naturally, they murder everything and self-terminate.
2154: The nuclear treaty is broken. A fusion depth charge creates an artificial tsunami that swamps Eastern coastlines. The cold undead
war turns hot.
2155: Europe is in turmoil as mutant insect weapons turn the surface into a barren wasteland. Weather weapons set to 'blizzard',
originally meant to deal with the insect threat, literally snowballs and sends Europe into a new ice age.
2156: Finally, the world ends. The 'Launch All Missiles' button is pressed, and the world plunges into an extended nuclear winter. The
undead, unaffected by the cold, continue their wars.
2161: Necromancers assess the damage, and conclude that 98-100% of humanity has perished. The destruction of civilization is
complete. The only living things are those that have been designed to last the End, and those that are frozen.
2182: Nuclear winter turns into eternal spring. Necromancers, without a human to report to, wander aimlessly across the earth. The
temperature rises, and the barren cold wasteland turns into a slightly less barren, killer plant and insect infested wasteland.
21??: The Final War. Necromancers, clinging onto their last beliefs, begin a final war of the undead. This war takes its toll, and the few
surviving Necromancers are left to roam the desolate planet. The only thing left are the mutated, the dead, and the walking dead.
22??
Your story starts here.