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Nechronica thread?

>Anyone still playing this game?

-Yes.

>Where do I get an English translation of this Japanese tabetop RPG?

-The wiki has the most up to date translation
-There are still various WIP book translation PDFs floating around
-You can play Nechronica on Tabetop Simulator now. Check the Steam Workshop for the resources.

>Last time:
-Characters and character ideas, the works.
-Tips for new Necronica GMs
-A fuckton of guns. Holy /k/ube, Batman.
-More monsters.

>Previous thread
>>68100509
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>>68162646
Thread question:
>what's the most horrific enemy you've ever fought?
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Please give me more beginner tips for actually running this game. Fetters, making enemies properly, emotional content, and more.
And even more specifically, the logistics of running it at a table. AP chart, writing all these parts down, etc.
>>
What is the appeal of this game for you? I once told a friend of this game and he retorted that he was not interested in it. I am baffled by this, as I kind of instantly wanting to try it. Maybe for me its the niche of making zombie girls that eventually descend into terror, as not many games has that premise. It's interesting to hear what you have in mind.
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>>68162670
A zombie spawning horror made out of the nechromancer’s mother that we fought in the basement.
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>>68162670
There will be more questions. So I guess that makes this:

A thread question
NOT
The thread question
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>>68162646
>>68163575
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>>68163575
>Decu drawing things
How old is this image?
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Conversation checks can take many forms.
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>>68163124
While the book does recommend having your players go in blind, I have found talking with your group about what their limits are in terms of what they are comfortable with.

Also I’ve found asking them what they are interested in or think would be cool in broad strokes can give you a good starting place without giving the specifics of the game away.
>>68163616
I don’t know but it was Nechronica appropriate.
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>>68163157
Fighting for your life in a nightmarish, ruined world and perhaps trying to change things for the better. Just strapping shit to yourself to get more effective. Interesting interaction between good people in the worst situation the human mind can fathom. Also I get to /k/ to my heart's content.
>>
>>68163715
>woooooo
>You're not scaring anyone, you formaldehyde twat.
>I'm a ghooooooooooooost
>And I'm Frankenstein's Bride.
>the twist is, we're all deaaaaaaaaaaaaaaaa-
...
>Shyamaaaaaaaaalan...
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>>68163157
There's many, many games and franchises out there that look cute and cuddly but hide something evil and rotten at the core. Nechronica is the exact opposite of this. It wears absolute mind-bending horror and appalling savagery on it's sleeve. The setting is an impossible nightmare realm that has absolutely no mercy within it. Yet at the core of the game, below all this evil is purity and goodness. The Dolls are almost like manifestations of innocence, justice and love that the world has lost long ago. It is down to these lonely souls to try and rekindle those embers of what was once known as 'good', or to pass away with them and leave the world in darkness absolute. This is something powerful and no game has moved me like this since Wraith: The Oblivion.

It also helps that the mechanics are easy to learn and it's also simple to mod and adjust the game by creating your own parts and skills. It's been a wonderful experience for me and my players and I'm confident it will continue to be as such for a good long time.
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>>68163157
I think nobody put it better than >>68165605 here.
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>>68163157
Pretty much everything >>68165605 articulated. The system is easy to learn, easy to tweek, fun, and the setting is grimdark but not to the point that I don't think anything good can come of PC involvement/development.

It's also generally fun messing around with such macabre material.
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>>68163157
I can make amnesic characters without being That Guy. Most GMs just ignore or make boring choices with the memory part of the game, but it's still nice to try and hope they play around with it.
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>>68162646
Of all the dolls you've played, which one was your favourite?
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>>68169010
Tell me more about what memory choices are boring, and what memory things would be interesting
I'd very much like to avoid falling into the same pitfalls
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>>68169675
This one. Her name was Elly. She was the teams medic and grenadier. She was gonna escalate the explosives all the way up to RPG, but the game died.
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Nechronica is the best yuri/loli/guro game I ever did play
I bet if I ever play a different yuri/loli/guro game it won't be even half as fun
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>>68169010

>Most GMs just ignore or make boring choices with the memory part of the game, but it's still nice to try and hope they play around with it.

That's because it's not terribly fun writing someone else's backstory.

It's certainly much more tolerable in Nechronica since everyone is on the same level, especially if you're into making intense suffering in the past and are sadistic, but even then, memory fragments are probably the least enjoyable aspect to GM. At least it lets you do any tech level/goofy shit in the setting and have it understandable why PCs aren't aware of it.

Though this is just a personal opinion/observation based on other GMs, some GMs may fucking adore it.
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>>68173288
other nechronica GM here, when I run games I have the players make a whole shitton of fragments for their characters, and then when it is fragment time I randomly select a fagment form that character's pile. Makes for fun evolving RP.

I also use actual dungeon maps for this game so I might just be weird. Then again, I fucking love loli zombie body horror so I'm probably definitely weird.
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>>68172089
Lovely drawing. Can you tell us more about Elly?

Do you have other drawings?
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>>68169675

That's like asking someone to pick their favorite child. So, just gonna cheat and post a PC from an ongoing game.
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>>68169675
My newest centipede girl because I've got a much better defined personality for her this time around. The preference is pretty marginal though, and I'll always have a soft spot for my first girl.
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>>68162646
My current doll on the left of OP's pic-related.
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>>68173288
>That's because it's not terribly fun writing someone else's backstory.

I enjoy doing that very much, I think the only time I haven’t was when I was helping a fellow player in a space opera game because his backstory was just a bunch of incongruous pile of anime cliches and tropes, and elements that directly contradicted the setting.

After working with them for a few hours we finally had a coherent backstory and motivations for their character and it all fit within the setting to boot.
Though in that case I enjoyed what came out, the only thing that made it suck was working with someone so ummmm, disconnected.

Anyway please explain to me why you don’t enjoy writing someone else’s backstory. Well actually I can see why that would suck. I guess what I enjoy is collaborating with someone to make their backstory.
>>
When you go full Gothic.
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>>68175717
Cute. What's that white blushing ball?
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>no one has posted Dead Space for examples
Come_on_now.png
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>>68178799
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>>68178804
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>>68178810
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>>68178825
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>>68178834
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>>68178455

It's a little spore creature that she coughs up sometimes, due to a part she acquired thanks to plot. It's blushing because it's mother is. That specific one has stuck around and become her treasure after surviving a fight, which isn't really supposed to happen because all they can usefully do is provide a Hinder 1 that destroys them. Its name is Deputy José.
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>>68175787
Yoooo I remember you, Port Anon
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>>68181417
>tfw anon recognizes you
I've been popping up in a few Nechronica threads now and then, I've just been holding back on talking about the Port campaign so I can save up events to storytime later and reap (You)s. Also partially because the game is intermittent due to scheduling, but it's officially off hiatus so that's still nice.

If you see anyone talking about their centipede PC that's probably me.
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>>68182728
Good to hear its off hiatus, here's to more storytimes in the future
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>>68172063
I like when GMs make use of how varied memories can be. Just like the doll can have a younger or older mind, the memories don't need to match her body.

The boring way is to just have them correspond to a single girl of the Doll's age and a similar personality and ideas or just serve as a backstory to the setting.

There are various ways you can make it more appealing
>the doll has memories that belong to a different person, she wonders if she even existed beforehand
>the memories show her behaving completely different from her current personality, does that make her change how she acts, or maybe she regrets the person she was before dying and tries to atone?
>after killing some enemies and stealing parts of them, dolls start getting memories that belonged to them and learning some of their secrets
>the body is made of various parts and as such has memories of several people with no relationship between them. Maybe they all share something in common with all memories starting as the same thing, like a birthday party, but in vastly differently situations
>the doll has memories that didn't even belong to humans because of animal parts or machines strapped to her
>some memories are of the same situation but from various points of view, like seeing a murder from the point of view of both the victim and the killer

To name just a few examples. I think the way memories can shape how a person acts and their opinions is fascinating and not using fragments to either reinforce or challenge their beliefs is playing too safe with the system and wasting a lot of its potential.
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>>68185059

A lot of the ways you can make it "interesting" can also kill off a player's interest in a character, or are fine for a short game but not necessarily a long one.

>I like when GMs make use of how varied memories can be. Just like the doll can have a younger or older mind, the memories don't need to match her body.

Being told "Hey, your 8 year old you were playing is actually a 48 year old salaryman," is a sure fire way to get someone to want to make a new character if they aren't into that. It's a bit of an extreme example but not everyone wants to be told they're playing something different from what they thought they were playing.

>the memories show her behaving completely different from her current personality

This one's fine and can be fun for 99% of players.

>after killing some enemies and stealing parts of them, dolls start getting memories that belonged to them and learning some of their secrets

That works until you realize what is happening, then the mystery is gone and the memories lose their importance. Some people want to ponder that philosophical, others don't or find it distracting.

>the doll has memories that didn't even belong to humans because of animal parts or machines strapped to her

This can be fun if it's made meaningful in some additional way.

>some memories are of the same situation but from various points of view, like seeing a murder from the point of view of both the victim and the killer

Making someone the product of two corpses from a murder suicide can be fun.

It can be fun to do other stuff, but going too out there with it gets distracting if you think that the memories they can't recall consciously affect their behavior. The memories aren't in some completely sealed box and the PCs don't act like toddlers who know nothing of anything whatsoever. The fact that premonitions exists suggest that the memories aren't fully sealed in their own little box.
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>>68177417
Honestly for me it's because I don't know a lot of the time what would be interesting to the other player. Most of the things I would like in a backstory other people wouldn't.
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>>68177417
>pile of anime cliches and tropes

All I can imagine now is someone using every kind of anime genre tropes at once.

"He is a former weary detective whose father was actually a high level fighting monster who teamed up with his brother to murder his local family unit so he decided to hunt him down by becoming a bounty hunter/pirate Vagrant hitching rides as security for traveling spaceships. While doing so he got involved in a soap opera like number of love triangles. When he meets everyone he is on the run because of wining a fighting tournament and making the son of the local Daimyo style leaders look like a fool." Need to think about how to fit more into here.
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>>68186227
Yeah chatting with them to find out why they like to play tabletop RPGs, and what sorts of things they are interested in is important.

Cause then you have places to start bouncing ideas back and forth from, and you have a places from which to seek further clarification or find out more of what they are interested in if you run into a situation where a disconnect or misunderstanding seems to have been exposed.
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>>68186563
Thing there is if you want it to be a surprise for them then chatting would make it harder. I tend to just tell my players with PCs with amnesia or the likes to build the backstory and I would slap on the extra bits that ties the villains into it.
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>>68163157
Grimdark cute zombie girls get screwed over massively by a very bleak world. I really happen to enjoy pretty much all the concepts at work here.
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>>68163157
Truth be told, I dislike horror, moeshit, drama and the like. I was instantly sold on the combat, however, and decided that I didn't mind suffering through substantial amounts of shit I hate just to savor it. It was worth it, despite all the suffering. Encounters are always thoroughly enjoyable, even when the dice are shit.
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>>68187438
>Disliking horror and drama

That's somewhere around half the works of mankind under that header.
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>>68187468
It's not my fault the world is shit.
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>>68187482
I'm kind of curious what you like because for me Imagining a work without any Drama, Cute things or scary things seems pretty hard. Unless you just read philosophical treaties all day.
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>>68187438
Why not try games with similar combat but better aesthetic? I'm the opposite of you and find the combat boring but really enjoy the setting.
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>>68187521
Don't worry about it. That'd be a waste of everyone's time.

>>68187676
Haven't had the opportunity, depending on other people and facing time zone issues doesn't help. Ironically, I'm in a circle that plays Nechronica almost exclusively and have both played it quite a bit and even GM'd it. Like I said, the themes don't really negatively impact the experience anymore. In my opinion, if you find combat boring, you're either the GM (can't be helped) or your GMs are doing something wrong.
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>>68187798
Combat just feels too limited for me, there are too many trap choices everywhere and fights tend to be really swingy with the death spirals. The only interesting part is being able to act at any time.
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>>68187438
Please explain what makes you love the combat so much.
Also what aspects of combat in tabletop RPGs do you enjoy, and which parts of those aspects does nechronica’s service or fail to service?

You have peaked my curiosity with your passion for combat.
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>>68185059
What's the most interesting story you've seen a DM weave?
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>>68188071

> there are too many trap choices everywhere

Are there? There's clear winners as far as "What's the best," but there's not a whole lot of "Surprise, this actually sucks/is useless." There are a lot of niche options that are easy to shut down and a couple of things that the GM can't afford to let pass without countering.
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>>68189815
The machine gun is a trap choice.
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>>68162670
I always think one of my favorite was a savant whose brain the local necromancer kept in storage and would selectively implant changes in her personality sent to him via high level signals at her death.

The party was so confused because they kept killing the same girl over and over and over again but she kept coming back stronger and more experienced.
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>>68189815
In general most weapons without an additional effect don't do squat. If a doll hits a 10 with an explosive or dismember weapon and everyone supports, the damage difference compared to regular ones is insane, even if players didn't buy many other parts. Many classes also have certain skills be much better or worse.

Compared to many systems out there, I've noticed most parties have a big disparity in power, and new players are very likely to make some choices like getting no AP items, start out with 4 or so weapons or other things that might make them feel they're underperforming.
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>>68190101

A lot of systems are like that.
mongoose traveller, ADnD, 3.5, pathfinder, 5e DnD, Mutant: Year Zero, Warhammer fantasy RPG, Rogue Trader, Dark Heresy, palladium RIFTS, GURPS.
(I just realized I'm listing everything I've played, plus 3.5 so I'm going to stop here)

Anyway. getting help from people who know the system better than you, directly or indirectly, helps prevent yo from takint trap options, though the reliability of that depends on who you have access to.

So the problem isn't just that htere are trap options, but finding people who can help you avoid trap options since the games communucative userbase is abit small.

You may be able to get some advice here though. I'm currently GMing a game and two of my players know the system way better than me, and at least one, possibly both, of them do drop by nechronica threads sometimes.
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>>68189840

Only if you don't look at what it does. It's pretty obvious what it will do. 1 damage to everything in that zone at a range of 1. It's not a great weapon but "trap" implies it's a trick.


>>68190101
>In general most weapons without an additional effect don't do squat.

Incorrect. Many of them need instrument of Evil to really shine, but they can do decent damage. Not as much as the property attacks overall at all times, but they're consistent because there isn't anything that can just suddenly cut their damage in half like "negate dismember" or "Negate explosive". They're more reliable anti-savant weapons because that chunk of damage is more reliable at breaking something useful.

>If a doll hits a 10 with an explosive or dismember weapon and everyone supports...

Only if the enemy has nothing to negate it, which won't be a thing for long if your GM is on his game. Hell, sticking together to support stuff like that is just asking for Zombie bombs to be dropped on your face.

>Many classes also have certain skills be much better or worse.

And most of these are fairly self-evident whether they're bad or good.

>Compared to many systems out there, I've noticed most parties have a big disparity in power

Maybe this is just personal experience, but in other systems, it's much easier to have a flat out useless character. You might have a weaker character than someone else in nechronica, but you have to try to be useless. Nechronica has a fairly distinct case of "Once you figure out how to make one thing work, that works with almost everything."

>new players are very likely to make some choices like getting no AP items

The book flat out tells you that AP is valuable.

Maybe this is just a difference in what one would classify as a trap option. "Trap option" implies that it's just a bad choice that appears good.
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>>68190858
>And most of these are fairly self-evident whether they're bad or good.

Not the anon you were replying to, but.

If you are good with systems or have a head for numbers. For me anyway, understanding what something does is doable, figuring out if its any good or not in a rules system really isn't without many sessions of testing, or having it explained to me by someone who knows better. The latter method saves a lot of time and frustration.
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>>68190858
Decent is an understatement. Great knife compared to the other melee weapons of that tier is very underwhelming. Superior katana, monofilament and lawnmower are much better and flying guillotine is the only one that might lose to it, but still can make up for it with the utility of stagger and range. It's even worse with unarmed because with their choice of claws or sabertooth is something any baroque can ignore on character creation as she can get any other mutation attack. Shooting and blast have too few options to compare here.

Even if enemies can counter these, most of times it's a once per turn thing and if they have the three or so parts that make them immune to these effects, the player can just target someone else or they can try to bait out his skills.
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>>68190858 The "you have to try to be useless" is hyperbole. In the first nechronica game I was in I tried to help one of the other players build ing a healer and melee beatstick. They ended up being useless at both. Their only use in the first, and largest, combat encounter of the game was absorbing a percentage of the imcoming pain, and making some hinder actions with her feet before those broke too. She lived, because the enemy unites rolled an absurd amount of 1's in their too hits so every enemy unit did t least SOME teamkilling, and her player and the GM, with outside help, managed to rebuild her as an actually useful melee tank.
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>>68191901
Ok, the fact that you're saying Flying Guillotine only "maybe" loses to it is absurd. You're just flat out ignoring the value of applying a large chunk of damage to a single hit location, and also ignoring the fact that it's a Tier 3, 3AP attack that can just bounce off of a savant that uses a Defend 1 (or just has gauntlet/crab legs) before skills come into play. Chain in particular is a broken property, though how broken is variable since getting all 3 in on a +1 is damn unlikely, so you're not wrong that it loses to those weapons, but it really only starts losing significantly when you factor in heavy optimization.

It's funny that you mention Claw because it's actually damn good. Regardless of unarmed attack chosen, the Baroque is at least grabbing Super Strength, and for Claw/Sabertooth, you can pick up Instrument of Evil for +2 damage. T3 is in easy reach, but settling for a T1 weapon frees T3 up for defensive options or animal legs. Instrument of Evil really does help those parts without properties catch up.

Shooting actually is the most balanced here. Shotgun is, overall, the best attack part with just lullaby, but if you pick up Instrument of Evil, Bear Gun, sniper rifle, and AT rifle all become competitive with it.

>Even if enemies can counter these, most of times it's a once per turn thing

Auto-separate is right there, as is regeneration, and Protect. There's also enemy only parts for negating area and explosive. Chain gets a pass because balance is a mythical creature, but if you're optimizing to the point that you're hideously outperforming normal attacks, the GM should be leaning heavily on counters because that's what they're balanced around.
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>>68191958

>In the first nechronica game I was in I tried to help one of the other players build ing a healer and melee beatstick. They ended up being useless at both.

"Healer" isn't even a niche the game supports. The only in-combat repair thing that works on others is tuning and if they were going for First Aid Kit and Organ donor or whatever than of course they aren't doing much in the actual fight. If by healer, you mean regen tanking, that is actually very strong though it requires understanding how damage works.
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Both of my groups have an understanding of building for fluff first and combat efficiency second. This serves the dual purpose of:
>giving us a bunch of weird stuff to play around with during the adventure sections, because both DMs are cool with letting us leverage stuff for fluffy roleplay
>giving the DMs some extra breathing room when designing combat encounters because they won't have to have every combat revolve around the giga dolls one OP gimmick
It's worked out OK so far, though one campaign hasn't had very much combat. We avoid the obvious trash like Machine Gun (how I wish it were better) but we also don't go to much effort to make our characters combat gods because that's really not the point of the game for us. And having quirks and disadvantages often leads to fun team interplay.
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>>68193070

Basically. The game gets boring if you just have everyone go for the best every time so building for fluff/goofy builds makes the game more fun over all. Also just ban monofilament. Anyone who asks for it to be unbanned has revealed themselves as someone who should be destroyed.
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>>68193137
Its a tier 3 melee attack 1 + dismemberment + chain attack 1 with the same RANGE and AP cost as the Shotgun.

I guess that really IS an absurdly powerful for shredding savants while also being perfectly serviceable against legions and horrors huh?
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>>68193137

How does monofilament stack up against psychic bullshit?
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>>68193390
I guess it depends on which psychic stuff you're talking about? All the of Psychedelic's attack abilities come with some pretty hefty drawbacks. Like Vortex having built in friendly fire and not being available at all turn 1, Distorted Power being a once-per-turn ability, and Shared Loss only being usable on one enemy type (and relying on you to have tanked damage prior to its use AND only being usable once-per-turn). Monofilament is a ranged melee attack that can deal up to twelve damage for three AP, or just dismember two zones on a Savant. It's gigabusted.
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>>68193070
Now that I'm thinking about it, how should I go about reworking Machine Gun into something useful while still keeping the suppressing fire flavor? I want to make a doll with an automatic at some point but the current options are kind of trash.

Should I just refluff dual pistols and leave it at that?
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Soo monofilament is the darkside?

Something the devil tempts dolls with?

The strings on the fiddle of gold.
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Please explain Premonitions and Karma.
Reading the wiki has left many things unclear.
Karma is just telling the players what the goal of the Session is?
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>>68194003
I haven’t actually been using karma.

Huh.
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>>68194003

Premonitions are entirely fluff and just a "Vague suggestion for what mood their memory fragments should have."

Karma is giving the PC an objective that you'll give them a little bit of favor for if you do. Lots of GMs don't bother with karma.
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>>68165605
Chirin no Suzu is fucking rad.
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>>68194003
Karma is basically bonus objectives. One of my DMs likes to use them to steer us around a little, or sometimes to set the mood. For example:
>Save [NPC]
>Don't damage the house
>Don't go Mad
>Survive
It's like when you're playing an RTS campaign and a side objective pops up in the middle of the mission.
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>>68194215
Do you have more?
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>>68194151
>>68194268
Thanks
Trying to add all these extra notes for myself as I work my way through
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>>68193137
Monofilament isn't as worse as players who want to play males. Anyone who picks boy is looking to shit up your game.
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>>68193501
What about
>Range 1-2
>Cost 2
>same damage as before
Y/N?
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>>68196094

That actually goes the opposite direction. It makes it a 1 AP area attack with lullaby, which is not something that should be possible.
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>>68185895
>I like when GMs make use of how varied memories can be. Just like the doll can have a younger or older mind, the memories don't need to match her body.
>>Being told "Hey, your 8 year old you were playing is actually a 48 year old salaryman," is a sure fire way to get someone to want to make a new character if they aren't into that. It's a bit of an extreme example but not everyone wants to be told they're playing something different from what they thought they were playing.

Long term Nechronica in general requires a very talented GM to reach it's full potential.

Like, with memory fragments...you need to know your players well enough to give them what they "want", but also be clever enough for it to not be exactly what they "expected".

If you're a master storyteller though, the payoff for everyone involved is unimaginable. Straight up some of the most emotional experiences I've ever had in a game.
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>>68196359
What about just upping range, then?
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>>68193501
The machine gun is fine how it is. You don't use it for damage, doing that is stupid and costs too much AP (unless you somehow can't reach armaments 3 for undead gun and your DM has a boner for legions or bunching up alot of enemies in one area. At that point, it becomes bait for defense skills). What I found is that minimum damage + area attack is a decent combo for some skills like tough love.

TL;DR, machine gun is fine if you bounce it off with other stuff but bad on it's own.
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>>68197193
So I'm not allowed to have a fun dakka character because Machine Gun has a weak synergy with a mediocre skill?

Lame.
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>>68197368
If you want fun dakka then you want the undead gun anyways. Straight up better than the machine gun in all aspects, shreds legions, good damage scaling potential thanks to explosive and area attack. Why try to change change a tool into a weapon when you can have a weapon?
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>>68197368
Then, if the DM doesn't allow you to upgrade your parts in some way, you're better off refluffing twin pistols. Sorry about that, anon.
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>>68197751
I'm snarking at the other anon. I dont doubt my DM would be OK with reworking a bad part but I came here asking for ideas on how to actually do that and so far all I've gotten is
>spending 3 AP to commissar your friends is good, also the Undead Gun is better
Like, I already knew the undead gun was better, but I'm not asking about the undead gun, I'm asking for ideas on how to make the machine gun less trash while still keeping it distinct from other parts
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>>68185033
Shoot that bitch
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>>68198381
It's not a perfect game, some parts are definitely better than others overall. That being said you can probably build around something if you really want and not feel left behind.

My suggestions would be to just grab Instrument of Evil (extra damage) and get all the Reqiuem ranged bonuses.

Another way to be universally useful is Supports. Supports are incredibly useful and versatile because not only can you help others land hits (as the name suggests) but you can also boost your own crits to ludicrous levels of damage.
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>>68198943
The whole point of machine gun is the area, using Instrument of evil with it is just dumb.
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>>68199522
Yeah but if it's the weapon you're going to specialize in, then it helps it NOT be useless when you have to deal with a single target (IE a savant boss fight or there's just no one else in range).
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I want to run a one-shot of this game for Halloween, but I don't want to tell my group outright what kind of game it is. I feel it kind of loses the impact if you already know it's about augmented zombie girls fighting abominations and shit.
So, what information should I tell, what should I withhold? I can probably make it through character creation by going "you're all amnesiac kids, tell me the couple things you remember and what you're good at", presenting class choices as "good at using ranged weapons", "good at melee combat", "good at supporting others" and such. They could find a bunch of weapons during play itself instead of choosing at character creation, too. I'd have to be very non-descriptive with the creepier abilities and all that until they actually use them, and I'd have to rule out mutations, too.

Is this all too much effort for little reward?
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>>68199693
Sounds like it'd be a lot of effort, character building and basic gameplay mechanics might be really tough to walk people through without spoiling the premise. The theme is really baked in: basic damage is based around losing parts of your body and many skills reference this.

You could maaaaaaybe do it if you explained the mechanics as you went along in-game and prebaked all the characters for everyone. Can't vouch for how well it would work.

I will chip in at least that I don't think the game loses any impact from knowing it ahead of time.
>>
Please tell me about your favorite locales and areas that you've had your players explore!
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>>68194682
I just let my players pick male or female and have the “boy” reinforcement part be refluffed as something that gives an advantage to reaching people in a way that buoys the spirit and the ballasts the mind.

Nobody has taken the part or made a male character yet though.
>>
As much as I want to say male characters are fine, 2 out of the 3 I've seen have been absolutely horrible players. So there might be some truth to the idea that it attracts That Guys.

Also the one who was good was a player notorious for making otherwise eye-brow-raising character concepts work.
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>>68189240
Weave as plan or as in improvise.

The best stories in campaigns I’ve played have involved a lot of player input and player created content.

That’s just in general.

For Nechronica specifically I’ve been in two games.

One fell apart before we got very far in.

The other I’m currently GMing so My opinion is biased and I don’t want to spoil things.
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>>68200396
I’m sorry for your negative experience.
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>>68200073

The Condemned tenement building on 9th street.
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>>68200737
I still want to know what was up with those two (beyond the obvious). I have a feeling we'll figure out a little more if we ever run into the third sister but it was a shame we couldn't salvage one of them.
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>>68162670
My last combat was probably the most viscerally gruesome. We'd come across a pair of Savants hiding out in an abandoned apartment building who had been ambushing beat cops in the dead of night and salvaging everything off the bodies that wasn't bone or organ tissue. They sewed all this up into meat padding on their own bodies before stealing the cops' uniforms to use as disguises for more hunting. By the time we fought the pair they were both eight feet tall with limbs long enough that they had to sew extensions onto the sleeves and pants.

Their flesh came up in layers, like my character was slicing into a big meaty onion.
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>>68202352
That's a really effective mental image
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>>68200396
It's a red flag, like wanting to play someone based on an anine/book/game character, or not caring about learning the system, doesn't necessarily mean the player will be bad and it can mean you are being paranoid, but since they are trying to go against the premise of the game, they probably don't give a fuck about anyone else having fun.
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>>68188244
'Passion' may be an exaggeration. I am unfamiliar with other systems that deal with undead or immortal characters exclusively or near-exclusively, so Nechronica was my first opportunity to experience the wonders of having undead characters. The lack of hit points really drove the point home, hit locations are a wonderful mechanic and having a part economy and damage management instead of hit points was much more fun in practice than I had anticipated. The literally visceral feeling of combat is very appealing to me, where, in defiance of common sense, characters do not die when they are killed and, instead, are 'annihilated' because all of their bits and pieces were reduced to paste. Pushing characters to the brink of annihilation is also enjoyable, much like disarming them by tearing them limb from limb until they've no parts left that are capable of attack or movement maneuvers. This is something I believe I would have found in mech systems but I really fighting humanoids and reading the GM's gory descriptions that follow. The 'strategy' involved in fighting savants is also extremely enjoyable as a result and, for some time, I found horrors and legions a bit unpalatable until I had the opportunity to GM the system myself. To compensate for my failures in making sufficiently challenging encounters, I would often just focus on attaching enjoyable gimmicks to otherwise generic enemies. I've even come to like legions a lot more after all that. One of my favorite moments of all time was exposing PCs to legions that were simply generic, living, human soldiers.
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>>68200737
I was hoping for more elaboration
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>>68188244
>>68204852
Normally, this would have been either annoying or forgettable as an encounter, but I did my best in fluffing them up and even giving them some unique parts, something that I believe to be inadvisable when it comes to legions (or at least that's I've been told). The troops came with an auto timing part that gave them an attack check penalty for attempting to shoot little girls until, of course, any of them attacked and then the part turned into a significant bonus born out of their hatred for the undead. Still, they weren't much of a threat in terms of damage potential. When they reduced their numbers sufficiently, I introduced the players to another part, one that forced the legion to perform a check when their numbers became too low. If the legion failed the check, a number of soldiers would commit suicide, further reducing their numbers and prompting other legions in the same zone to perform a similar suicide check at the sight. Additionally, PCs witnessing their suicides were also made to perform madness checks each time. Overall, the encounter wasn't challenging at all, I believe, but the players seemingly enjoyed it a bit too much as they happened to be playing a party of particularly sadistic dolls, to the point that they would apply hinder maneuvers to the suicide checks to force the soldiers to kill themselves and simply fluffing it as the dolls telling them to commit suicide. Perhaps everyone had a bit too much fun with that.
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>>68202352
>ambushing beat cops in the dead of night
Are humans common in your setting?
Can you tell me more about it?
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>>68188244
>>68204852
>>68205042
Anyway, finding objective reasons for liking the combat is a bit hard for me, the premise was appealing and I suffered through quite a few bad experiences before I began truly enjoying Nechronica fully. I believe that for the enjoyment of combat, the build on your PC is even more important than the GM's competency. I went through many classes and roles until I found the ones that clicked with me. Playing pure support or pure hinder builds was not very fun for me and I could say the same for assuming the 'tank' role through the use of Protect and defend maneuvers. Using Lullaby+Shotgun coupled with numerous attack check bonuses and becoming a crit fisher was enjoyable for a little while but it apparently took its toll on the GM and that ended up affecting my enjoyment as well, something similar also occurred when I tried a build focused on applying Stagger. I would eventually find builds that made combat enjoyable for myself and were not a nightmare for everyone else to deal with, often they were simple things like the faithful Rip and Tear Fists coupled with Super Strength and/or Gauntlet. The one I've enjoyed the most to this day has been a build involving the use of Drawn to Tartarus, Animal Legs and Crab Legs. Lately, I've also had a lot of fun experimenting with burst damage, Barbed Wire, Spikes, Jet Nozzle and the like. Area Attacks are also extremely enjoyable, especially when certain legions are involved. It helps when the legions in question have some degree of personality, even if it's purely animalistic, as opposed to just being mindless zombies. Maybe that's what makes living humans such fun enemies. Seeing the GM describe a large group of enemies flying into a panic as you bombard their zone just brightens my day.
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>>68205042
That's really damn edgy, my dude
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>>68206437
Yes.
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>>68206437
Edge is best when everyone joins in
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>>68200737
>>68200982
What's the story?
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>>68205041
I am a player in that anon's game and I'm poking him about it. He's catching up on his beauty rest/is busy atm but hopefully he'll be around later.

>>68205094
Not exactly. The premise the DM pitched was basically a town where undead physiology is 'normal.' As far as anyone from the town knows, they're citizens of a perfectly normal English city in the year of 1887. The fact that you can reattach an arm with a needle and some cord, or that some people seem to be part-animal (there's at least one black cat chimney sweep and my character is 3/4ths insect) is just how things are. The two PCs from out of town are perfectly aware that they're in the middle of something strange, but they're also the only confirmed characters who actually know the outside world exists at all. As far as my character knows, she really is just a twelve year old girl whose parents died in a boating accident, living contentedly with her adoptive father.

Functionally, we assume that the cops where Annihilated and scrapped for parts by the two savants. We're not sure how free-willed most people in the town are but we know at least one NPC (the chimney sweep) is functionally a doll as far as combat is concerned.
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>>
In Nechronica your friends can change a lot while you we’re away.
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>>68207552
Basically >>68202352 and >>68207606
I would go into more depth but I have to be up at four tomorrow and still have laundry to fold. If my DM hasn't elaborated by the end of my shift and the thread is still up I'll see about storytiming the session.
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How do I easy my 5e players into this?
They're mostly normies with maybe 1 /the/ bro.
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>>68199693
>>68199934
Start it with the players in mechs. Then, they lose the mechs... but they still have to fight.
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Crab legs?
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Never be afraid to get trippy if it seems appropriate.
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>>68212578
>>
What haunts the dreams of dolls who still sleep?
I imagine it depends upon the doll.
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>>68211316
/the/ is not a board on 4chan
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>>68212758
I've revealed myself as a phone poster.
/tg/ is autocorrected to /the/
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>>68212861
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Has anyone made use of the pet option for treasures?
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>>68213005
I did, but it was a pretty gruesome pet. A gross, parasitic worm that lived inside my doll and fed on her, in turn causing her to feel perpetually hungry and feed on others. Still, she loved that worm.
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>>68213427
Did she give it a name?

Did it love her back?
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Attempt the second.
How do I easy my 5e players into this?
They're mostly normies with maybe 1 /tg/ bro.
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>>68213552
I have no idea.

You may get some help in a few hours when people start waking up, if the thread doesn’t fall off the board.
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>>68213498
Yep, she called it "Gristle" and they had a few affectionate moments.
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>>68162670
For sheer trauma and stress, I've gotta say the Redemption Crusher, essentially a junkyard garbage compacter monster that ate Dolls and ground them up to make fresh and obedient Horrors. The bit leading up to it had us going through the junkyard trying and failing to save a series of girls from getting grabbed by the claw thing that selected them for processing. I specifically recall one being stuck in a scrap heap and getting yanked out from behind in such a way that she left most of her peeled-off skin behind in a PC's hands.

The crusher itself had this inky black liquid that was basically concentrated despair to make the dolls being fed to it want to die for being worthless as anything other than spare parts.

It came down to the wire on us saving the Dolls that were on the conveyor. Without a doubt, burning up my PC's Brain with Jet Nozzle in the hopes of a killshot was the right move.
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>>68169675
I hesitate to play favorites, but I've certainly still got fond memories of the PC from the first game I played in that actually saw completion.

Mori started as just a lazy cybernetic snake, fairly apathetic about her situation, but friendly and fond of jokes.

Her first exposure to the world's true atrocities drove her into a desperate fury, then afterward into a lengthy depressive slump.

The next time something unbearable happened, she knew that things were far worse than she'd previously realized. The world wasn't a kind place anymore... if it had ever even been one to start.

That wasn't something she could abide. Seeing the world for what it was, she resolved to bring hope and right the unforgivable wrongs that were being committed. That, or die trying.

By the campaign's conclusion, our party had brought the light of hope back into the setting and saved humanity's remnants from total annihilation, but Mori surely still had countless more battles ahead of her before she could rest easy. And she'd do it with a smile.
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>>68214303
>The crusher itself had this inky black liquid that was basically concentrated despair to make the dolls being fed to it want to die for being worthless as anything other than spare parts.
https://youtu.be/ZcWeE3NMeBQ
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>>68214985
If I recall, that was the GM's primary inspiration for it. Even guessed as much because it left such a dark impression during my childhood.
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>>68213651
>Falls off the board
dw, /crg/ finished a while ago so the entire board slowed down a bit.
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>>68214303
Holy wew, batman. Your DM knows how to make a horrifying enemy.
Could you tell me more about the campaign?
>>68213552
Again, sell them about the /k/ potential, simple system, and psychological horror aspect. Emphasise the fact that you can customise and refluff your PCs and parts as much as physically possible.
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>>68215365
You could probably crib from a lot of darker moments kid's stories and it would be perfectly at home in Nechronica with just a little warping. Pinocchio's island of lost boys comes to mind immediately, I'm sure there are more
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Oh, autocannon anon, I've found a few more pics!
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>>68215609
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>>68215616
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>>68215469
Well, this >>68214562 was my PC in that game. It was a few years ago, now, so my memory isn't perfect, but the game is long finished and I doubt the others ever got around to proper storytime, so I suppose I'll have to pick up the slack.

The other PCs were:
Tammy, the wannabe Commisar and resident shit.
Katalinka, the cinnamon roll of a little girl who happened to be saddled with an ATR that was bigger than her.
and Amelia, the chainsaw berserker with an incredible (and in her opinion, thoroughly justified) fatalistic streak.

The first arc saw us going into a bunker controlled by a small-time necromancer to clear out his forces. Little did we know, it was a bunker full of humans that were in cryostasis, which our own necromancer simply wanted to harvest as materials. There was also the complication of another necromancer and her forces soon making a move on the bunker too.

In the face of this news, a 3/4 majority vote determined that our party would defect rather than allowing everyone in there to be killed. To this end, we wound up allying with Cipher, the necromancer whose forces we'd just evicted from the bunker.

The rest of that first arc saw us running false flag operations to escalate fighting between the two big-name necromancers that wanted the bunker. Along the way, we picked up (or in two cases, kidnapped) a small handful of NPCs that wound up eventually recruited to our side.

The finale of the first arc had us going back into the bunker to take out the guy who'd been left in charge to oversee the new security and harvesting. The latter was already underway when we arrived. Of numerous bodies that were piled up and essentially left to slowly bleed out and die from gut wounds (presumably to keep the meat fresh), we managed to save precisely one human lady through our little medic knowing at least the bare minimum about first aid and antiseptics.
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>>68215656
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>>68215736
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>>68215778
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>>68215778
>ywn be an immortal mercenary kitted out in gear worth more than the hull of an interstellar cruiser
I miss DUST, man.
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>>68215716
Then came the fight between our furious PCs and that commander. Wilhelm wasn't really an evil figure, but even if it was either him having to carry out the harvest or getting executed (or worse) and then replaced, that didn't matter to us. Humans were dead and we were traitors to Michelangelo (the necromancer that created us), so there was no way we were going to talk it out. Mori was annihilated in that fight. Lost her cherished stuffed animal, but kept biting at him until she was nothing but shredded metal and blood.

After the surviving PCs won the battle, they managed to somehow reconstitute Mori enough to be mobile and then we employed one of the setting's particular conventions to enact the only plan to save the remaining humans in the bunker that anyone could think of.

Earlier, Cipher had figured out Wilhelm's override code, essentially a master command code that the setting's Dolls almost all have. When you have someone's override, you can try to force them to obey orders or suffer madness. So with Wilhelm's, we were able to make him read off a message over the radio to his superiors about the base being overrun by the rival necromancer that ended in him allegedly activating the bunker's self destruct. After that, we escaped and some pre-placed explosives took out its surface-level portion, giving a plausible enough excuse when those forces actually did sweep in.

It was sorely tempting to eat Wilhelm after what he'd done and had put us through, but he was still an enemy officer, so the party took his head back to Cipher for interrogation. We also retrieved the unconscious woman who still needed more professional medical treatment.

When we got back to Cipher's little base, we found that he and his crew (essentially two of his own Dolls, some horrors, and a few hangers-on that we'd collected) were packing to leave before the area's war grew too fierce. So then we all went off in a convoy, headed North with our destination unknown to us.
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>>68215880
>headshotting people with that charged Amarr rifle
>getting shat upon by those fucking orbital lasers
>the fucking beauty that was the Rail Rifle
You're not the only one, anon, I loved that game.
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>>68215890
Most of our northbound trip was glossed over, aside from one notable battle with pursuers. Then, Act 2 placed us in the ruins of New York City (whereas the first act was set in, I want to say Georgia or Alabama?). Upon reaching the big city, I believe we were relatively directionless for a while, establishing a base and scouting the ruins in search of resources and information.

I have to admit, I wound up missing roughly half of the act due to life being oppressive at the time, so I can't give the clearest impression of everything that happened during it. Maybe someone else can give full highlights?

I can recall a few key bits, though. Tammy got called out on being a callous dick for basically all of Act 1 and stepped down from being the self-proclaimed party leader. Amelia wound up being correctly paranoid about a certain necromancer and her minion that were stalking us. I missed the showdown, but I believe it was mentioned in the last thread that she was the psycho cannibal of a moth necromancer who named her Dolls after what seasonings they'd be best with. From that encounter the party recruited Basil, a sad little scorpion girl who wasn't quit mute, but she might as well have been, for all the abuse she'd suffered had left her inclined to speak.

Then there was the military base, wherein we had to fight one of the last remnants of the city's automated anti-necromancy weapons. Kat sort of got run over by a tank, kicking off a trend of things squishing her (or trying to).
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>>68216129
The last bit I recall of the second act was an event in which we'd made contact with the city's main surface-level necromancer, a rather lazy giant by the name of Poseidon. He had ships, and we were wanting to cross the ocean with our human (who was frankly a huge liability if any other necromancer found out about her, but Cipher couldn't really refuse to let us keep the human we brought home if he wanted our continued loyalty). The issue was that something in the city had been kidnapping his girls, and he wanted it exterminated.

So the party was complying in helping him deal with that, until Tammy got captured.
I'd missed that session, but was lucky enough to make it to the one where the party went after her and fought Dionysus, the necromancer who had an entire room of dolls collected and pinned to decorative slabs like the world's most deranged butterfly collection. That was an upsetting fight, in part because Tammy kept getting used against us to protect Dionysus and Amelia was a psychopath who made no attempt to avoid obliterating every last doll that the necromancer placed between her and itself.

That was a turning point for just about the entire party.
Amelia started to spiral out of control as her fatalistic worldview escalated.
Tammy was lastingly traumatized.
and Mori essentially had to choose between succumbing to despair and trying to overwrite the world's cruelty by force. The latter was the only way that she could survive, even if it was a long shot.
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>>68216292
...Alas, now I need to pause my recounting of things for a while to get some long overdue rest. I hope the thread lasts until I reappear.
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>>68216426
thanks for the storytime!
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>>68216426
Loved it, anon, that was a really nice read.
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>>68216426
Sleep well
I look forward to your return.
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>>68215609
>>68215616
>>68215656
>>68215736
>>68215778
>>68215789
>>68216084

Autocannon asking anon here.
Thank you /k/ommando.

Have a gigantic Brazilian revolver that shoots 12 gauge.
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>>68216910
This is a Russian 12 gauge revolver.
I think it’s for shooting 12 gauge less lethal rounds but if you were going to have a 12ga shotgun revolver pistol this fore grip around the barrel seems like something you would want to wear armored gauntlets when using unless it’s a gas seal revolver.
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>>68216910
Yeah, it's one of the good things made by Taurus.
As for the bad things...
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>Necromancer remembers the death of the world he was born in, and his humanity with it
>>
How do I run successful combat encounters?
How long should battles last, on average? Since this is not a game battles can be allowed to drag on.
How exactly should repairing after a battle work?
>The line in the wiki says up to the Necromancer, which is obviously me
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>>68217607
>How long should battles last, on average? Since this is not a game battles can be allowed to drag on.

this depends on the format of your game and how you approach combat.

actions in combat in voice games can go a LOT faster than in text games if you stay focused so you can afford combat with a higher action count before completion.

the more detail the descriptions you put into combat the shorter you should design an encounter to be since each action takes longer so a combat that runs long. Or put another way, you may need to curtail detail put into combat if you don't want it eating entire sessions or more.

Different groups do move at different speeds though.
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>>68217110

not the taurus revolving shotgun pistol is WAY smaller and shoots much smaller .410 shells not 12gauge.
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>>68217607
Roughly as long as an IRL firefight :^)
I'd say that battles should work a bit like in any other RPG where you can't possibly die in one hit, no matter how powerful the blow. The key is making it feel like it takes at least some effort, but make sure it's not a slow slog.
>>68217740
Ah, beg your pardon, then.
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How do I make a monster or savant horrifying and sad at the same time? Something that will make people at least feel pity for it.
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>>68219468
Players always stop if you make them cry when they start losing.
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>>68219468

One of the easiest ways is to make them unwilling/unaware of things, though the latter can easily make them more horrific than sympathetic if it's a case of "They just want to play and don't realize their play is destroying others."
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>>68219468
You could hint at/explain it's history somehow. Vocalizations during combat can help a lot with something like this; in one campaign we had a recurring savant who's only real coherent vocalizations were her shouting 'traitor' as she fired into the group. Combined with the fact that she had clearly been built up by someone else to be a force of nature, it painted a pretty decent outline for us to fill in on our own. There was another session earlier in that campaign that revolved entirely around a murder mystery style investigation of a haunted mansion; uncovering the mystery painted us a history for the Horror which acted as the session's combat encounter. Fighting her was less a fight for survival and more of a mercy kill, at the end of the day.

Sometimes combatants dont have to be willing, either. Horrors or savants goaded on by smaller horrors or unwillingly thralled in some way can be good for sympathy points, especially if they're actively trying to resist.
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>>68219468
Watch Shin Godzilla.
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>>68219468

I use my experience with what alcoholism, drug addiction, or poverty can do to good people as inspiration.
>>
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>>68211103
Looking forward to it.
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>>68216426
>>68216447
>>68216571
>>68216607
Tammys player here. I am not going to pick up the slack, but will fill in a few things from Act 2 that where left out duo to the player simply not being there and then some.

During our stay in the ruined New York City, we realy tried gluing the whole team together and patching up Amelias dwindling sanity. You see, Amelia had 4 arms and liked to be reminded about nice stuff by taking up hobbies like drawing and knitting. When we first arived, we where scouting for an art supply shop which we eventually found. If memory serves me right, our first contact with the moth necromancer was during that time.

Tammy was also a rather special case of stupid, partly because of me. A large part of her acting like a dick and taking up leadership was that she thought that if everyone hates her, then everyone has a common goal, thus everyone will get along better. Well, except with her, but that was something she thought she could live with. That was not the case.

I also remember clearly that Dionysus minions where assholes, just like the necromancer himself. They where armed with cattle-prods nets, focusing more on terror and abduction rather than sheer attack power. When Tammy got captured by them and dragged further in, she was able to see all the horrors that his hidding hole had, namely, grotesque things like shoving decapitating dolls, showing security cameras in their mouths and hanging the heads up like the worlds most fucked surveillance system.
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>>68222565
The next part of the story from where Moris players storytime left was the return back to Poseidons base, where we where thanked more than once for rescuing their friends, even if said friends would never be the same again. Well, those that where not destroyed during the fight that is.

We where given a few thank yous by them along with some trinkets. I belive katalinka got a teddy bear, while the others got their own tidbits. Tammy on the other hand got chocolate and promptly got even more scared than she already was, remembering how she was a child soldier during the last few wars of humanity. She gave the chocolate to kat too.

There was some more shenanigans but involving the obligatory beach/hotspring episode while we where in poseidons base and us adopting the next set of misfits, Dragonfly and Amanda I belive they where. They didn't belong to poseidons faction and thus where send with us on our trip overseas to europe.

Of course there where some complications with that too. Namely, the sea was alot more acicid and could melt flesh quickly. That didn't stop some horrors to live in the ocean however and we where obviously being attacked. One of the NPC girls that came with us got thrown overboard, which Mori rescued after jumping after her without even thinking, further cementing the point of Mori being the hope and shining light of the group.

And thus, I will leave Act 3 up to whoever else wants to write it up from the group, which was arguably the part of the game where the most fucked up things happened.
>>
>>68212497
I think she's just sitting on a drone

>>68222897
>which was arguably the part of the game where the most fucked up things happened.
Oh boy!
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>>68189929
That sounds pretty awesome. Care to elaborate on that set of encounters?
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>>68222565
>Tammys player here. I am not going to pick up the slack, but will fill in a few things from Act 2 that where left out duo to the player simply not being there and then some.

Thanks.
>>
>>68162646
How should I stat up a Punt gun?

I’m considering changing its behavior depending on the range increments the hit enemy is in.

At range 1 it just does a fuckton of damage if it hits.

Range 2 it picks up dismember

Range 3 the damage drops off some and it picks up area

Range 4 damage drops off more and maybe it picks up explosion and loses dismember

The rest of is like 4 but without explosion

What do you think?
>>
>>68223908

Frankly too complicated while filling too many roles. Also you can't have a longer range than 4 without making a new battlemap and having a range 4 without magic bullet seems suspect.
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>>68222565
>decapitating dolls, showing security cameras in their mouths and hanging the heads up like the worlds most fucked surveillance system
but_why_tho.png
>>68223908
Range 1-3
Shooting Damage 8+Explosive
Cost 8
Roll a d6, on a 1 you break a part.
>>
>68224128why is the range just (shotgun range +1 to both max and min range)
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>>68224192
Then what about range 2-3, and a penalty of -2 to the roll at range 1?
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>>68219561
>>68219677
>>68219717
>>68220306
So give them a sense of unwillingness and regret, and make them interact with the party a bit in some way. I see.
>>68220058
What about it? Curious.
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>>68224192
Not that anon but, a punt gun is too unwieldy for 0 range but also not a precision weapon even considering it's considerable power and reach. At extreme ranges it's simply going to lose power due to firing shot instead of anything solid. 'Shotgun, but more' is kind of what epitomizes the punt gun anyway.
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Anyone got some mechanical units and armed robots? Anything goes.
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>>68225779
I have a few, I'll see what I can spook up
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>>68225891
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>>68225939
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>>68225949
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>>68223908
>>68225232

Undead gun is reasonably close in function to what a punt gun would be as is. If you wanna get off to something stronger, it'd probably be
Punt Gun [Action/4/1-2] Shooting Attack 2 + Explosive+Area, at least if you wanted to keep it somewhat balanced for a player to have.

Giving it dismember is ridiculous considering the only other shooting weapon with the property is a laser beam and the range is even sillier. Range 3 is the domain of weapons like Sniper rifle, 4 is exclusively for those using something like sniper rifle with Magic bullet.
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>>68225961
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>>68226034
I'm about robot'd out.
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>>68226400
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Does this image feel like a Holic type doll to you?
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>>68221999
4u
>>68211103
Thinking on the storytime over the course of my shift, I've figured that there are a few things that don't necessarily make sense without the context of the rest of that in-game day, so I'm just going to try and start from the beginning and see how far I get tonight. If I don't finish the whole thing tonight then I'll finish it tomorrow. Maybe get a few posts in at work if my day is slow enough. As some of you may have surmised from the other posts, this won't necessarily be in keeping with a lot of Nech traditions.
>gentle pitter patter of light rain against the window and the soft rolls of distant thunder rolls roll through the small room, horses and milling people can be heard outside over the weather
>the room's a small wood paneled affair, with one slightly warped iron window for light. It looks like it used to be a storage closet before being converted into a somewhat cramped-but-not-uncomfortable sleeping space
>there's a knock on the door. "Coleoptrata?" Coleoptrata, are you awake yet?"
>Coleo pops out of bed like a sleepy jack-in-the-box, spilling an old textbook off the bed and onto her extended trunk, which is only halfway on the mattress
>she's a mostly human torso on the end of a large centipede's trunk. She has six arms with the lower four transition into pale, soft-ish chitin below her top pair of shoulders and hardening to dark brown at her hands. There's a seam that runs from the top of her neck and up through her bottom lip
>"Juss' a minute," she almost hollers, swaying like a reed as she skitters over the floor. She snags a coat from a wall hook and almost manages to tuck her forward legs under the trailing hem before she opens the door
>the smell of spiced meat and bread mixed with the familiar smell of paper and book binding wash over her as she opens the door
>there's an older man standing there, the head librarian Mr. Windsor. He's holding a freshly baked pasty in one hand and a pair of money clips in the other
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>>68226561
Looks like one to me. I also feel like I recognize it from somewhere but I can't really place it. It's vaguely Wu Kong-y.
>>68226639
>Windsor leans in to give Coleo a good morning hug. He lets her go and hands her the pasty before he launching into the day's doings
>"Now, we're hosting the geological society later today, so I need someone to run down the market and pick up some things. Don't worry about the morning check of the stacks, I'll have someone take care of it." He hands here a list of groceries and the larger money clip. He gives her another smile and hands over the smaller clip as well; a treat for afterward
>Coleo takes each item in a separate hand while the remaining two retrieve her glasses and newsboy cap from their hook next to the door
>as she's stashing the money and list away in her coat pockets she throws Windsor a smart salute just as she's holding the pasty up to her face
>her bottom jaw splits open, allowing her tongue to dart outward and snap up the pasty
>she swallows it whole, her jaw closing up again with an innocent 'click'
>"I'll be back before lunch, sir!"
>and she's out past Windsor and into the library proper
>as she scuttles out through the scattered patrons, she hears a low buzzing in the air, slowly growing louder
>a cricket the size of a large cat lands on her shoulder. He chirps happily and raises one of his limbs to his mandibles, cleaning it while the two of them steam at speed out into the humid morning air
>Coleo answers the chirp with one of her own. "Mornin' Jeminy." She reaches over and straightens and antenna. "Sorry I rushed off without you. It's s'posed to be cool out today and I thought you'd wanna stay in."
>and then they're out into the town

========================
Elswyr
>GA-CHUNK
>Imp's head slams into something solid and wooden in the dark
>it’s pitch black the floor is shifting, the walls are close in around, and she's packed in with some sort of unknown... fluff?
>>
>>68226639
The wrongness of that pixel flame sticks in my brain like a splinter.
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>>68227091
I didn't even notice. Now I wish you hadn't mentioned it.
>>68226994
>something wrong with the air. Its so dense it seems to stick to her skin, it almost feels like she could drink it
>There’s a lot of strange muffled noise outside, none of it sounds thratening, just… off.
>GA-CHUNK
>her forehead bounces off the wall again
>Imp isn't sure whether or not she should make a sound.
>for a moment, she pauses and listens for the sounds of the dead.
>but it seems too peaceful for that.
>with that in mind, she waits for the box to stop moving.
>the box continues to move, though it seems like the the more violent shifts are few and far between
>she tries to listen close to the sounds outside
>there's no shortage of sounds, some passing, other's just ahead or behind her
>her mind registers something yelling forcefully in the high human range.
>it passes just like the other sounds though
>Imp frowns, content to wait - for now. She has nothing but time after all. When the box stops moving, or when it was somewhere quiet, then she'd get out, and demonstrate her complaints.
>And maybe get answers. That'd be important, too.
======================
>"Extra Extra! Mathematician calims Mystery Commet to Cross the sky in 12 days!" a paperboy shouts from a top his box as Coleo passes, weaving down the sidewalk on her way toward the market
>She's just across the street from the markets when she hears horses whine
>she turns to see a team of them stop. Hard.
>The driver of the wagon they are pulling curses and yells in surprise as he tries avoid hitting a group of children sprinting across traffic
>He just manages to stop, and Coleo sees one of the tall crates stood on end fall over into the bed with a crash.

==================
>Imp is thrown onto her back as the front and rear walls of her cell suddenly become the floor and roof
>>
>>68225975
I’m beginning to think it should be something a doll can’t wield unless it’s mounted on a wheeled carriage or something.

Expanding on this

Given it’s very very very slow reload I it should be stated as something devastating enough to enough to be worth hauling around even though it will be useless in the fight after the first shot.

Thanks for getting me thinking on this track anon.
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>>68227140
FFFFFFF-wow I forgot how much info was packed into these. This is going to be a multi night thing but I'll try and get through session one at least.
==============
>Melico, the last of our trio, wakes up wake up on her back in the dark.
>An almighty crash to her side rocks her cell while strange animals whinny and shriek outside
>she hears voices yell
>the comforting weight of her anti tank rifle pins her to the floor, though it shifts as the ground moves, rolling over to thunk on the floor beside her
==============
>Seizing the opportunity, Imp feels for her chainsaw. She's not sure about using it in such a confined space, but it'd be a nice surprise once she was free of her confines
>Her hands find the grip
>immediately, she starts slamming the spikes protruding from her arms into the walls in an attempt to punch a hole in her cell
>the wood crunches loudly
==============
>Melico lays one hand on her rifle and uses the other to pull her ushanka tighter around her forehead
>she's confused, with no memory of how she came to be here or even where she is
>the strange cries outside are also... disconcerting.
>Grasping her rifle tightly, she rolls onto her back and kicks upward against the ceiling of her cell
==============
>Coleo jumps at the sound of buckling wood
>as she looks, she sees two of the crates on the back of the wagon burst apart and suddenly there's a girl in the cart and- and-
>was that a gun?!
>her eyes go wide and she ducks clumsily behind a nearby trashcan, but her abdomen knocks it over with a resounding clatter even as she cowers behind it, expecting a gunshot
>but the shot never comes
>"Who are you!? Where am I!?" she hears from the cart. It's a girl talking
>she peaks her head up and turns to look back at the cart
>there are two girls standing among the ruined boxes
>one is in drab military fatigues decorated with a smattering of red stars. She's wearing an odd fur hat. She's also holding the largest rifle Coleo has ever seen
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>>68227497
>the other girl is- is...
>well, she's almost stark naked. And also filthy. Minus the oversized shirt that falls down to halfway up her thigh. She's holding a... metal paddle thing? Whatever it is, Coleo's never seen one before.
>the girl's stance is catlike. The one eye visible through her rusty bangs glows an intense blue as she eyes the rifle girl up and down
>Coleo slinks up to the edge of the cart, shaking.
>Her lower jaw flutters as she makes an involuntary chirp
>she slides her upper torso up the side of the cart, keeping her trunk flat to the ground. "E-excuse me. I- You don't need to do that."
>She motions with a pair of arms weakly, motioning downward at the girl with the gun. "We can- just talk?"
>She looks over to the girl with the wide, spikey paddle thing. "Do you n-need a coat?" She undoes the top button of her jacket with a second pair of arms. "The rain could give you a chill..."
>the cart's driver, who has hitherto been gawking in unabashed astonishment, finds his voice. "Ehh- yeah. As the young miss says."
>the crowd starts to murmur

>"Papa, what do you hunt with a gun that big?"

>"Good lord, she's practically in her alltogether!"

>"It's a showdown..."

>"I like her hat."

>"Is that the nice girl from the library?"

>"Boxes, why were they in there?"

>Melico looks over to Coleo, a little taken aback by the girl's meek attitude despite her relatively large size. "Where am I? Who are you? Why do your clothes look so nice?" She keeps the rifle trained on the doll with the chainsaw.
>Imp interjects before Coleo can answer. "We can talk. Talk."
>Her eye swivels in an oddly precise way as she gives Coleo a once-over before looking back to Melico. "You. Are so similar." Her voice carries a tone of almost-wonderment
>It's gone when she turns to Coleo. "But you are definitely different. You can keep your coat. It's all wrong."
>Imp's eye never leaves the rifle and her stance doesn't ease
>>
Is this a sequel to the storytimes on Suptg?
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>>68227717

Which storytimes on SUP/tg/ are you talking about.
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>>68227772
http://suptg.thisisnotatrueending.com/archive.html?tags=nechronica
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>>68227717
If you mean the Port storytimes, it's not a sequel. This is the other campaign I'm in (and Protoca's player is here as well)
I'd just meant to give context for the last session we ran on Tuesday but I've gotten carried away and now I don't really know how to stop. So... woops. Hope you guys are enjoying the content.
Don't greentext on five hours of sleep after a twelve hour shift, kids.
>>68227685
>Coleo shrinks a little at the scrutiny from the two girls. "This is Humbourg," she answers meekly. "An- I'm Coleo. The librarian, Mr. Windsor buys my clothes."
>'Buys,' Imp mouths, the word strangely... strange. Her gaze flits to the driver's own coat, taking it in as well. "That one's also definitely not right. Hm..." She pauses in thought, "Yes. I'm sure. There wasn't a coat."
>Melico frowns. Coleo's answer doesn't really help her, but it's more of a lead than she had
>Melico turns toward Imp. She, at least, seems normal. "And who are you?"
>Imp shrugs. "I'm Imp, I guess." She blinks strangely, "You're very pretty, you know. You'd look better if I could see through the barrel of your rifle to see the rest of you."
>Melico lowers her rifle with a blank "thanks" before continuing.
>"This isn't normal, right? This place? These people?" She glances toward Coleo. "I mean, that one looks clean. That's wrong, isn't it?".
>Imp shrugs. "I'm not sure I ever knew what was 'right' to begin with. It's definitely strange though."
>Coleo hugs the edge of the cart like a life raft. "It's... normal for me. I've lived here forever."
>"Strange." Melico looks around once more.
>She doesn't like all the others staring.
>She slings her rifle over her shoulder and crouches to face Imp. With a whisper she says "These ones are not normal, but you seem alright. Should we see what's going on or try to fight our way out?"
>But she's not actually quiet enough to keep Coleo from hearing her. ""F-fight what?!"
>>
>>68227897
>"We can just- I have errands to run in the market but I can take you back to the library." A hand (a separate one from the two holding onto the cart) holds up the smaller money clip. "I can get us something to eat for lunch. Mr. Windsor- he always gives a little extra. We can get sandwiches." Her voice warbles nervously.
>Imp's about to respond to Melico when her head tilts. "Sandwiches?"
>Sandwiches. It echoes in her memory - ah, lunch. Context. That was a food.
>What did they taste like? It didn't matter - she couldn't taste anything any--- "...Can you taste them? Are they good? Do they fill you up? Do they mend the hole?"
>Coleo nods meekly. "I can taste them and they... make me not hungry? If that's what you mean. I don't-" her voice drops to a mumble. "I don't really know what you mean by 'the hole.'"
>Melico is looking at Coleo now, too.
>There's that name again, Mr. Windsor. Whoever it is, it sounds to her like he might be in charge. After all, this Coleo person seems to listen to him.
>Also, he might have nice clothes. "After we get sandwiches, you'll take us to this Windsor person?"
>Coleo turns to Melico and nods again. "I can take you to the Library. I don't know if Mr. Windsor has any more space but he's smart, and I'm sure he knows people. He can help. But. . ."
>She turns back to Imp. "But can you..."
>She undoes the front of her jacket with yet another pair of hands and holds it up, revealing her own smart, well-ironed white button down shirt and large brown skirt.
>"Please put this on. It's..." She looks away and clenches her eyes shut like she expects to be slapped. "You're indecent."
>Imp hums. "...Fine. I can wear it for now if it bother you so much."
>She takes the offered coat, rests her chainsaw on the ground, and swiftly slides her arms into the sleeves - somehow not catching her spikes on them - then buttons it up with startling alacrity. "...I don't really care if we meet your Windsor... I just want to taste again."
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>>68228173
>Coleo helps the two girls off the cart and gives the driver a nervous curtsey, stammering out an "I-I'm sorry, sir."
>The driver doesn't interfere though he does reach into his pocket and fishes out a few coins, which he hands over.
>He doesn't seem to know how to deal with the situation, simply staring after the girls as they walk off. The fact that his cargo we're people seems to have shaken him.
>Confused, but content that things seem to be working out, Coleo begins leading the two new girls down to the market.
>And hopefully too lunch.
>end session 1

So this wasn't the plan, and I'm not really sure why I thought this was a good idea when I started, but I guess I'm doing it now. I have to go to bed now. If anyone's interested I'll keep going tomorrow. If not I'll do what I actually meant to do in the first place and explain the tenements building adventure.
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>>68227240
Are there any attack parts that can only be used once per session a la Rocket Pack? You could make it distinct that way I imagine; disproportionately low AP cost, big damage with an explosive modifier, and good range for the price of only being able to drop it on something once per combat.

So what,
>[Action/4/1-3] Shooting Attack 4 + Explosive
>Can only be used once per combat encounter

I guess you could add area attack on it too if you just wanted to absolutely shred Legions (which would be flavorful) but I feel like that's tacking too much on.
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>>68228411
Tier 3?
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>>68228173
Seeing a game you are in being story timed by someone who isn’t you feels strange and good.

Also I am enjoying your choice in images.
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>>68228258
I'm enjoying the level a detail quite a bit. Please, do continue in this style if it's not too much of a burden.
>>
Post horrors.
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>>68216426
And now I finally return from my season-long slumber.
Good to see Tammy's player filled in a couple of the gaps, though I guess I should help clarify a couple things before I continue.

The one who was gifted the teddy bear was Mori, and it wound up a replacement for her long-gone stuffed bunny that she'd lost from getting annihilated at the end of the first act. It had a "Thank you" stitched into the belly and it was her most beloved keepsake, an undeniable proof that saving people was worth the seemingly insurmountable struggle.

Also, I believe we'd taken Basil with us for the Dionysus mission. She *really* didn't need the extra trauma, but I guess she got it. I think it was after this that Mori wound up taking up a role as sort of her protector, too.
>>
>>68229700
Now, I suppose I should provide a bit more background on the party before I move on to Act 3.

Mori's age at death was 17, effectively the party's awkward big sister and the only one on the cusp of adulthood. The memories she got over the course of the game painted her as a solitary survivor on the surface, at times facing starvation as she wandered aimlessly from place to place in search of food. And yet, she later remembered offering the last of her food to a crying little girl, one who turned out to be undead. It wasn't entirely clear what happened after that, but Mori was presumably found by that girl's necromancer and vivisected to turn her into the robotic snake that she spent the campaign as.

Mori never really remembered her parents and she had some definite issues with her self-image and self-esteem, even to the point of avoiding mirrors. She couldn't remember what she used to look like and her armored serpentine body wasn't exactly what she'd call feminine or attractive. The fact that it was heavy and bulky and she couldn't really feel much aside from her face didn't help. Essentially, the only thing she liked about her appearance was the warm yellow lights that adorned her body.

She didn't really start with any hobbies, owing to her lack of hands, but did get used enough to the tendrils that served as substitute arms that she was able to take up reading from time to time. Mostly, though, she spent the first two arcs sleeping her days away between missions. The second arc especially so.
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>>68229781
Amelia's age was 14, with all the teen angst and mood swings you'd expect. I learned after the campaign's conclusion that she'd kind of had a thing for Mori, though she never actually acted on it. Her background was one of closing herself off after her best friend died in a shooting, and just barely missing out on getting saved from a necromancer attack through military intervention. It's not hard to see how this turned her into a pessimist, really.

She wound up as something of a recluse, and her only consistent hobby when not getting dragged into battles was painting almost invariably depressing landscapes and portraits of those around her. She wanted to paint Mori during act 2, but Mori, being an irritable and depressive mess at the time, turned her down, as she was already self-conscious enough to want to avoid mirrors. Ironically, she would've painted Mori as a source of light, something that in hindsight would've been good for both of them. Instead, they wound up increasingly at odds over time as their optimism and pessimism stubbornly clashed.

Aside from painting, her main obsession wound up being to protect the human that we'd saved... who spent I think all of the second act in a coma due to a mix of injuries and getting forcibly yanked out of cryostasis rather than awoken properly from it.
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>>68229902
Tammy's age was 11, I suppose right at that pubescent age where defiance and shittery often manifest. Her player gave some insight into her attitude, but from the outside, she basically always seemed to oppose the party's more morally driven actions, ranging from their defecting to Cipher to taking in a human, something that nearly caused Amelia to come to blows with her. Mori started out friendly to Tammy, came to hate her after Tammy claimed she didn't feel anything when Mori had been killed at the end of the first arc, and then came back around to trying to look out for her after the second arc. They weren't friends, but they were at least not at each other's throats anymore... at least mostly.

Tammy seemed to hate fun in all forms, but maybe she'd just never had a childhood, given that she got conscripted at a time where the war against the necromancers was already lost and might've been executed by whatever crazies were left in charge for not fighting to her last breath.

And then there's little Kat, age 8. From what I recall, she was born in a bunker after the end, and had never really seen a sunrise. Her bunker came under attack with a necromancer's lethal corrosive gas, but that was known to be coming in advance. Instead of that horrific death, she and other children were euthanized by lethal injection to spare them the horror of having their lungs erode until they drowned in blood or the like.
Given her age, she wasn't exactly the smartest in the party, and I believe couldn't really read well, but she was a beacon of hope and essentially served as an unwitting representative of the goodness and innocence that was worth fighting for.

Together, Kat and Mori were the most sisterly of the group, though I suppose Mori worried after her like a mother a fair amount. Their dynamic was the most comfortable in the party, and they rarely took different sides.
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>>68229990
With that bit of background out of the way, act 3 kicked off a week or two into our eastward journey on the high seas when Poseidon's ships came under attack by leviathan/submarine hybrids. Our party was naturally helping to assist with fighting off the monsters and boarders, but one of Poseidon's dolls got punted off one of the deck guns and into the rather strongly acidic ocean. Mori was the most mobile among the party, so despite it going against all good sense, she sealed her plating and dove into the water, metal body and all, propelled herself out to rescue the girl, and then dragged her back to the ship with essentially nothing but her teeth.

Was this stupidly reckless?
Yes, clearly.

Did it work?
Yes, thankfully.

The girl wasn't terribly intact, but she was able to help out to a degree by manning the deck gun again and helping us finish the beast off. This wound up being the first time Mori really threw caution to the wind in an effort to save someone, but it was certainly not going to be the last.

Especially not when we arrived at Poseidon's port somewhere along the coast of Portugal and pretty much everything started going to hell all at once...
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>>68228782
I figure it'd have to be. Though now I realize it only does 3 more damage than the ATR for the same AP, so you could probably justify bumping it up just slightly in some way. Maybe just one or two more damage to put it over the top, or maybe a +1 or +2 to the attack roll.

>>68229028
Glad I'm doing it justice.

>>68229202
It's not a burden as long as people are enjoying it. I love doing stuff like this, I was just worried I'd clog up the thread. I'll see about getting a post or two written up while I'm at work and then get session 2 posted later tonight.

Until then, have a lovely day gentlemen.
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>>68225891
>>68225900
>>68225912
>>68225924
>>68225939
>>68225949
>>68225961
>>68225976
>>68225987
>>68226003
>>68226017
>>68226026
>>68226034
>>68226056
Brilliant! Thanks, anon, they're perfect.
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>>68229700
>>68229781
>>68229902
>>68229990
>>68230122
Man, I'm going to play a campaign in a few weeks and I hope it's this good.
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>>68229294
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>>68226026
>future power-armoured soldier
>still using an SA80 derivative
Guffaw
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>>68230122

You and your friend have managed to make me feel sympathy and hope for these character.

Well done.
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>>68230122
>Especially not when we arrived at Poseidon's port somewhere along the coast of Portugal and pretty much everything started going to hell all at once...

Oh dear. What happens next?
>>
>If you've got a body part that could help with a Check, you get another die to roll
Everyone starts with basic Eye Balls, so everyone starts off with a bonus die to checks to look at / look for things?
No one starts with Ears, so hearing related checks are more difficult?
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>>68233439

>>68233439

I’m pretty sure the bonuses apply to reinforcement parts not basic parts.
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>>68234249
No, it's basic parts too. You can look too hard at something and burn out your optical nerves.
>>
>>68232315
>>
A savant.
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>>68216084
Headshotting a tiny little speck on the screen...

Damn, you got me crying...
>>
>>68185059
>>some memories are of the same situation but from various points of view, like seeing a murder from the point of view of both the victim and the killer
You could probably make an interesting Holic character out of this. Something like the basal instincts of a serial killer laid over the personality of one of their innocent victims; gets you someone with a undeniable instinct to inflict harm they wouldn't actually wish on anyone.

Would probably be a trip to actually play well though. Not a lot of people can make idiosyncratic personalities like that work.

>>68236357
>ywn wreck nerds with your Forge Gun ever again
DUST really nailed the heavy weapons, if nothing else. Chewing up the dune buggies with my HMG was a game unto itself
>>
>>68226994
It's from Overly Sarchastic Productions.
>>
>>68236545
Honesty, what would have made DUST better was a closer focus on something more like Trench Warfare, with wide spaces between complexes... but I digress. This is a /v conversation, but it was a good one.
>>
>>68236746
>not letting your dolls discover a hangar full of dropships, tanks, and rail rifles
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>>68236026
Does that monstrosity know the times? Asking for a friend.
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>>68238090
... you got me there. How would you stat a Forge Gun for Necronica /tg? I want to headshot something.
>>
>>68162646

What Rat Pack era music would be a good fit for Nechronica?
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>>68238872
>What Rat Pack era music would be a good fit for Nechronica?

"Among My Souvenirs" Springs to mind.


>>68238204
How could you tell?
>>
>>68238872
Death Cab for Cutie springs to mind, though that's about a decade late
https://www.youtube.com/watch?v=qKXsrWrmbAg
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>>68238652
...hmmm.
>Range 2-4
>Shooting Attack 7
>Cost 8
>requires parts that explicitly enhance strength in order to fire
>>
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>>68225779
If you're looking for more, you can consult Heart Gear which has a lot of similar themes to Nechronica and Engine Hearts.
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>>68239543
Feels like there needs to be an extra gimmick if it's going to cost almost the whole turn to use. Maybe make it undefendable.
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>>68239879

As an enemy only part, it's fine. For players, there's no real reason to consider a weapon that costs more than 5 AP, let alone 4 unless it has some crazy gimmick.
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>>68239879
What about cost 7 and +1 to the hit roll?
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>>68240096
Seven damage that the enemy cant say 'no' to is a pretty nice gimmick. That aside
>statting out a forge gun and withholding it from your players
You disgust me.
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>>68240534

>Seven damage that the enemy cant say 'no' to is a pretty nice gimmick.

That's not a real gimmick. It's double the price of AT rifle before lullaby while only having 2 more damage and can't shoot shit at range 1.

>statting out a forge gun and withholding it from your players
>You disgust me.

You misunderstand, unless your players are a fan of what it came from, they won't want it. It's bad. You can make it work on an enemy in an encounter but a player is just not going to have fun using it because they'll get to fire exactly once and then sit out the entire round unless they put a lot into AP.
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>>68240650
I mean, I wouldn't stat one up at all if the people involved had no clue what it was, or if I wasnt running an EVE/DUST universe game.

Idk. How would you stat one up for player use without just making it an AT rifle?
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I'll be off to sleep now, can I get some pics of battle scenes and shit?
>>68240650
What about making a hit give a subsequent penalty to the enemy AND stagger?
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>>68241335

>Idk. How would you stat one up for player use without just making it an AT rifle?

By starting from an AT rifle.

Forge Gun [Action/5/1-3] Shooting Attack 6, the value of any defend maneuver used against this attack has its value reduced by 1, to a minimum of 0.

Fairly strong anti-defend weapon without outright negating them, it's still gonna be outpaced in overall damage output compared to other weapons, but at least most dolls will be able to shoot it at least twice per round.
>>
>>68228258
Well, work kicked me in the head today but I'm back. Time for Session Two: Sandwich Boogaloo
>As the girls leave the carriage behind some people stare, a few parents hold their children back from rushing up to see them
>That's just as well in Imp's case. If a random undead child were to race up to her her reflexes would probably supersede her ability to restrain herself.
>This entire situation annoyed her.
>From the crowd of Dead she was being coerced into not murdering did she really want to murder them? to the way the rain was running down her body and not sticking to it like the blood she was used to, and yet making her shirt stick to her anyway.
>It brought to mind pieces of thoughts and feelings lost a long time ago, and it made her want to think on them, but the more she tried, the vaguer they became.
>Melico, unsettled by the attention, pulls her ushanka down tighter over her face and moves to follow Coleo a little closer
>as the three of them walk in the rain, Melico and Imp both realize what's strange about the air.
>The air isn't thick, it's wet. Humid.
>Neither of them can remember the last time they've seen rain
>or much water at all, really
>Coleo doesn't seem bothered by the rain, though it does soak down into her white button-down. Her chitin plates along her torso show through the wet fabric; the joins between her shoulder blades are uneven and awkward.
>she keeps stealing furtive looks at the other two girls, not exactly sure how to breach the conversation.
>after a few minutes of aimless pitter-pattering of rain she finally speaks up
>"So, we have a little extra from the driver but it's not a whole lot for three people. Do you two like meat on your sandwiches? It'll cost more... we could probably get more if we went down to the cafe and got cucumber sandwiches instead."
>"I don't care." Imp responds easily.
cont. [1/?]
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>>68242896
>"Save your money - it's going to waste feeding me anyway. I'm just... curious." Curious was a word for it, but yearning was a more appropriate word, and it showed in her voice
>Melico looks at Coleo quizzically. "Does it matter what's on it? It's not like we'll really taste much."
>She can't recall the last thing she tasted, nor the last time she felt the need to try eating. "Just get whatever is quick so we can meet this Windsor person."
>Coleo's brow knits together in confusion. Her lower jaw splits apart and works in small circles as she thinks. "But why wouldn't you be able to taste anything?" Her jaw doesn't actually reconnect all the way even as she speaks
>the girls are working their way into the outskirts of the market now
>the smells of people and animals drift up to Melico's nose as they pass by the outer stalls
>and something else amongst all the other odors teases her consciousness
>it nestles in her head, itching on the edge of recognition, but remains frustratingly just beyond her mental grasp
>"Well, do yo-" Melico cuts her sentence short. "What is that smell?" She turns her head, trying to get a better idea of where it could be coming from, sniffing lightly, but struggles to even remember what to look for
>"Hmm..." She turns back to face Coleo. "Sorry, I lost focus for a second. When will we be meeting Windsor?"
>Her interest piqued by Meilco's break in stoicism, Coleo stops and takes a sniff. There's not much to smell over the cloying scent of rain, wet animals, and straw but there is the slight whiff of woodsmoke. And maybe meat? "Oh, we're just into the market. You might be smelling the butcher's-"
>And suddenly they're at Melico's destination
>a cozy open front store stacked high and deep with buckets and shelves bursting with edible roots, leaves, and other sundry vegetables, along with the occasional fruit
>The bright eyes of Mrs. Puller, the elderly establishment owner beam at the trio warmly from her lined and wrinkled face
[2/?]
>>
>>68242896
Damn that’s a tall wagon. What is that, a triple decker?
>>
>>68243084
Coleo's destination* derp.
>"“Cole, darling! How are you doing today?" she calls from the storefront. "Oh are you alright? Where’s your coat? Come in come in! Ah…. Who are your friends here?”
>She looks at Melico and Imp, not quite sure what to make of them, and seemingly a bit embarrassed at not knowing them
>Imp says nothing, merely eyeing the vegetables... and everything else with a healthy dose of skepticism and wariness
>Melico still looks distracted
>Coleo hops a little as Mrs. Puller speaks up; she didn't quite realize how far down the road they'd come
>she recovers quickly and returns the smile. "Oh, hello Mrs. Puller! This is- these... Well, I just met them today."
>she deflates a little. "Imp, Melico, this is Mrs. Puller. Mrs. Puller, Imp and Melico."
>she shakes some of the excess water off her shirt, looking a bit embarrassed. "Imp has my coat. She... is a little indisposed right now. I'm hoping to get them some lunch and see Mr. Windsor after my errands are done."
>Imp examines the lady closely
>None of her features strike her as particularly relevant, therefore she's irrelevant so long as she doesn't do anything aggressive
>Which she could. She might. She would.
>That was more sensible than the alternative. Nobody could be kind like that.
>Happy like that
>Not in this world
>Imp casts her catlike eyes deliberately aside as they dilate back to a regular level. Was that guilt? Of course not. There's nothing to be guilty about. The lady's already dead, after all, just like everyone else
>Even if she look so... not
>Melico stares intently at the elderly woman. Another strange one
>How can these people be so...happy? She glances over at Imp, who seemed to be staring with the same suspicion
>Again, Imp seems to be the only normal one
>Melico decides to leave negotiating with the odd woman to Coleo
>"Oh. Speaking of errands-" Coleo snakes an arm over Imp's shoulder and into the coat, rooting around for one of the interior pockets
[3/?]
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>>68241648
>What about making a hit give a subsequent penalty to the enemy AND stagger?

I would say yes to this. Forge Guns were made so that a single person can take out tanks and airships -- in game, a direct hit was a insta-kill, and absolutely hilarious to watch.
>>
What kind of reinforcement parts could be used outside of combat like Indiana Jones’s whip? Grabbing things, ensnaring people, swinging and such?

Tentacles, mechatentacles, meat snake?
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>>68243460

Wire reel, Flesh Whip, Tentacle of both varieties, maybe ball and chain. Meatsnake is arguably too short range.
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>>68243460
the grapple arm from bionic commando
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>>68243179
Double with a few people on the roof, if I had to guess. Though that might count for a triple
>>68243281
The forum QQ about it was it's own fun. People got really bent out of shape over the heavy sniping shenanigans after a while. Heavies in general, really. I still remember the headglitch threads about the HMG.
>>68243240
>Imp looks at Coleo's clawed hand
>It's not fast, but it's not slow either.
>It's too fast. Too close.
>Reaching claws. Rending flesh.
>Imp's eyes narrow into pinpricks and she grasps at the offending arm as hard as she can, aiming to wrench it aside
>She's bringing her chainsaw up and about to depress the trigger before she remembers.
>Not a hostile.
>Not trying to eat, to murder...
>She lets the arm go.
>"...Sorry."
>Coleo jerks forward a little, her torso stretches with the sudden tug. "Sorry- sorry!" she placates as she jerks her arm out from the jacket, the list flapping in the air as she retrieves it. The abrupt motion stretches her arm, too.
>"I just needed the paper. I'm sorry."
>Coleo and Melico both notice that half a heartbeat after Imp sizes Coleo's arm, Mrs. Puller has a broom in hand
>she almost holds it like a weapon; her grip could just as easily be for striking and jabbing as it could be for sweeping
>though once Imp apologizes, the broom is put to work gently shepherding some filth across the floor
>Coleo tries to laugh it off to Mrs. Puller as she regains her composure.
>"I'm sorry Mrs. Puller. These two have had a hard start to the day. They- we-"
>She sighs. "I, uh, found them stuck in a pair of boxes. It's been a hard da-"
>Imp shrugs off the coat and offers it to Coleo. "I... don't surprise me like that. Here... So it doesn't happen again."
>She doesn't want to break this thing.
>She's ready to break it, like she's ready to break everything, but...
>Somehow, she's still a girl inside after all.
>She wants to dream a little, maybe.
>Of course, she couldn't get any answers without Coleo after all. Probably.
[4/?]
>>
What exactly is /k/ about this, I keep seeing it claimed, is it just the little stat lines for guns as reinforcement parts?
It's not like the stat lines are particularly robust or detailed?
>>
>>68243597

Nothing, it arguably is the opposite considering how many more options there are for melee, a complete disregard for explosives, and shooting generally being weaker than melee. It's just some people want to take it that way for some reason.
>>
>>67068060

>At some point during the ramming attack, Protoca or Port must have gotten thrown into a button; a series of gunports along the infantry compartment open up, exposing Hope to all the noise and chaos of the battlefield.
>The first thing she sees when she looks out the window is a squad of undead infantry closing in on them, weapons drawn.
>She yelps in fright. As she dips her head and covers her ears, the space around the infantry warps. Four of them fall to the ground with a severe case of Exploded Head.

Does anyone else play psychedelics like wierdboyz?
>>
>>68243597
It’s more the case of people using the loose and refluffable rules as an opportunity to include a wide potential range of weapons.
>>
>>68243597
The game itself really isn't, but the reinforcement parts for firearms are all vague enough that you can easily find one that fits your preferred raifu and build a character around being badass with it. It's more than a lot of other games can offer.
>>68243520
>Coleo's eyes widen as Imp starts handing back the coat. "What are you doing? Put it back on!"
>She tries to shove the jacket back towards Imp. "You can't just walk around on the street without pants! Put it back on!"
>"But if you need something from the pockets again," Imp argues, "Then you'll need to reach into the pockets and then I'll have to cut you to pieces because only the Dead... that is the monsters..." She trails off, the argument having drifted somewhere else entirely.
>"Just... take the stupid coat back. Why do pants matter anyway? It's not a pair of pants."
>"Oh!" Mrs. Puller exclaims as she brings one hand up to her mouth
>she sets the broom aside with the other and takes the list from Coleo. "You just take your friend over behind the cover of the beets. I'll take care of these and find something for her to wear, I should have some old clothes from when Margaret was her size somewhere upstairs."
>"See?" Imp suggests. "There's no reason you can't have your coat back."
>Melico has been completely distracted during this entire ordeal
>the smell is still nagging at her. It's so close now. Where is it?!
>she decides to take Mrs. Puller's offer as an opportunity to go look; she's away and down the street with only a bare "Coleo, Imp, I'll be back."
>As Mrs. Puller escorts Imp upstairs into the store's living area, Coleo is left alone at the front of the store.
>she can't help but worry as she watches Melico vanish around a turn
>Mrs. Puller pulls an outfit together from various odds and ends around her home
>a corset, a rich dark brown dress, a milky off-white shirt, some stockings, a pair of shoes in Imp's size.
>it all fits well enough
[5/?]
>>
>>
>>68243952
>>
>>68243932
Imp
>>
>>68243952
>>
>>68207606
https://m.youtube.com/watch?v=QmPZ89VRg0k
>>
>>68243828
Hope's not a weirdboy. She's just dangerously unstable, like all the rest of her sisters.
>>68243932

>The articles the lady offered to Imp were surprisingly fitting. They didn't scream 'correct' to her, but they also felt... close.
>>Mrs. Puller clasps her hands and smiles. "There you go, much better."
>"... Do you have a picture, of the one who this belonged to?" Imp asks
>Mrs. Puller reaches out with a brush to corral Imp's rusty red locks into form as she continues. "Not of when she was your age, pictures were new and even pricier back then dearie. But I do have a portrait stored away in that attic somewhere."
>"I should be able to find it in the attic the next time you visit."
>"That would be nice," Imp agrees. It'd be nice to see. Maybe it'd even be nice to visit again.
>She wasn't sure if it was nice to have visited now.
>Meanwhile, Melico's managed to track down the source of the mysterious scent
>It's the market's orchid corner.
>half a dozen stalls, absolutely bursting with color thanks to their colorful arrangement of all sorts of flowers
>Melico is enraptured
>So many colors and smells, they brings her back to a special place, in another time.
>A time before she was like this.
>How? How?! There's no way this can be real.
>She steps back a bit, convinced that this must be some sort of... some sort of trick.
>She blinks twice. They're still there
>She moves forward hesitantly, clutching the strap that keeps her rifle strapped to her back. If not for that familiar weight, she would swear this was all a dream.
>She stands in front of the nearest stall, staring still, mind closed out from the world.
>Back at the shop, Coleo chitters nervously as Imp descends from Mrs. Puller's home, her hands clasped into trembling fists and her legs splish-splashing frantically in the puddles out on the sidewalk
[6/?]
>>
>>68244336
This is escalating out of control and coleo knows it.
>>
>>68244336
>Coleo's managed to wind her trunk into a spiral as she fidgets. "Imp, I- I don't want to rush but Melico's wandered off. We need to hurry in case she gets lost."
>Behind Imp, Mrs. Puller waves them both away. "Your groceries will be ready by the time you're back, dearie."
>Imp steps out. "...Alright. Let's go snipe hunting."
>She pauses.
>Sniper hunting. She meant sniper hunting.
>"...I mean Sniper hunting."
>Coleo is already tottering off in the direction Melico wandered off in, her coat billowing out behind her as she wraps it over her shoulders. "We don't have any snipes in Hambourg; they all got hunted out before the punt gun ban," she babbles as she rounds the corner into the alley.
>"... Don't think snipes're supposed to be real." Imp murmurs in response.
>They emerge from the other side of the alley into the city's orchid corner, finding Melico easily enough as she stares longingly at the various tulips
>the stall's owner, one Mr. Irving, and the incredibly well dressed customer he's currently speaking casually with both slowly seem to be paying more attention to the intense markswoman standing in their midst
>As Coleo and Imp approach Melico, they note the strange expression etched on her face: a strange mix of wonder, fear, and bliss, looking like the very picture of a lost child.
>A well armed child, but a child none the less.
>"... Is that what you want on your sandwich?" Imp questions absently.
>Coleo slows a bit as Melico comes into view. "Snipes are real. They're wading birds, like ducks with really long beaks," she chatters absentmindedly as she plods up by Melico's side.
>Coleo's chest rises and falls as if she's breathing heavily, but her voice is even.
>She pauses as Melico's side, a bit taken aback by the girls reverie. "Melico?" Very gently, careful to avoid a repeat of Imp's outburst, she taps Melico on the shoulder.
>"Melico, are you okay?"
[7/?]
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>>68244433
You underestimate how much naivete a twelve year old centipede girl can muster. She's quite sheltered.
>>68244497
>Suddenly, Melico leaps away from Coleo, her face hardening into a cold, emotionless mask.
>Her hand darts to her side, drawing her revolver in one swift, fluid motion.
>She raises it toward Coleo's head and pulls the hammer back, her eyes as cold and dull as iron.
>Coleo rears back, her bottom jaw flying wide as she emits a sharp cicada call in surprise, all six of her arms flying up to protect her face. "I'm sorry, I'm sorry!"
>Imp moves forward, preparing to cleave through Melico with her chainsaw in an ironic reversal of their prior situation.
>Suddenly, Melico's eyes clear.
>As quickly as the revolver was drawn, it's stowed once more. She pulls her hat down and looks away.
>"Sorry... I lost focus again."
>Imp stows her own weapon in kind
>She hadn't actually wanted to... It would have been a shame. That's all.
>Tension soars in everyone around the orchid corner. People back away.
>Coleo sees Mr. Irving snatch the whistle hanging around his neck and bring it to his lips. He's about to summon the constabulary.
>Seeing the glint of the whistle through her fingers, Coleo lurches forward with all six arms out placatively.
>"Wait, wait! It- it's just a mistake. They- she's lost and confused. I'm sorry, I'll get them out of here."
>She twirls back around and starts trying to usher the other two away from the stall. "Go, we need to go," she whispers urgently as she tries to gently shove them away.
>Melico starts to move as Coleo directs, staring wordlessly at the ground.
>Imp mimes spraying her with a water-bottle, completely non-hypocritically.
>"We'll never learn anything about ze zecrets of ze ubermentz if ve cauz zuch zenez, Komrade," she says in her best worst Russian accent.
[8/?]
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>>68244633
>Irving Schmalturn gives the three a very incredulous look down his long, slightly crooked nose, but then relases his whistle to dangle from his neck once more.
>The other shop keepers seem to follow his lead, and the girls are able to leave the orchid corner before anyone else can summon the authorities.
>"Let- let's just get lunch. The cafe shop is just down the street. We can eat there." Coleo gently, but firmly, directs the other two girls forward, a hand on each of their shoulders. "Let's just get something to eat and-" She chirps involuntarily. "Just sit and calm down for a second."
>"Sure." Imp shrugs, then glances back at Melico. "...I guess you won't be getting those tulips on the sandwich after all."
>"Yes. Alright." Melico keeps her eyes trained downward, her arms hanging limp at her side.
>Jimeny, who has been mostly quiet thus far in his ride along on Coleo's trunk, hops up on top of Coleo's hat to buzz irritably at Imp and Melico before scurrying down to Coleo's shoulder and rubbing the side of his thorax against her neck. Apparently trying to soothe her.
>Coleo returns Jimeny's nuzzle affectionately. "It's fine Jimeny. It'll be better once we've got something to eat."
>Jimeney sings a happy note that pings high at the mention of food.
>As the girls emerge from the flowing press of foot traffic, into view comes the bright green shuttered windows and double door frame of The Seventh Son Eatery. The windows have all been thrown wide, making the front of the establishment almost open-air.
>The place’s many lamps make the interior feel well lit and homey despite it's openness, though the humid air from the rain outside keeps the place just a little stuffy.
>a short line of people leads to a window in the back wall, where a tall and broad shouldered blonde man, brave of beard and full of hair, in a turtle neck greats each patron with a hearty baritone and takes each order with a warm smile.
[9/?]
>>
>>68244797
>He smiles particularly wide when he sees Coleo and Jimeney enter before turning to the next person in line
>As the girls come up in line he greets them warmly. "Ah. Little Coleo. What mysteries of the world have you been learning this week?" He asks with the same genuine interest she's always known Mr. Krag Jorgenson to have
>Jimeny chirps and the man reaches out to pat the giant cricket with one of his enormous hands, Jinemy stretching up on his legs to meet it.
>Coleo returns Mr. Krag's smile with one of her own, some of the earlier stress melting off of her shoulders and follows it with a shallow curtsy. Her entire trunk dips with her torso
>"Morning Mr. Krag. This week I've been going through some of the library's collection on geology, we're having a meeting for the local geological society later today so I wanted to brush up a little and try not to embarrass myself in front of the guests."
>"Grand. What can I get you and Jimeny today? Oh. and who are your new friends?"
>He leans forward a bit towards Melico and lowers his voice a touch. No less warm, just to something that won't carry across the restaurant. "Those are some nice irons you have, miss. Mind telling an old jaeger where you got them?"
>Melico's expression darkens slightly. "I'd rather not talk about it."
>She doesn't look up from the floor
>"Oh, my apologies. Forget I asked." Krag sits back up
>Imp peers closely at 'Mr Krag.'
>That jaw, and those eyes... but the beard, and the ears, and... the more she looked, the wronger the image became.
>His features were irrelevant, like the "old" lady before.
>Coleo taps her chin with her finger while she thinks. "We'd like a platter of cucumber sandwiches and... uh, a pitcher of black tea for the table, please. With lemon." She looks a little bashful at Melico's reaction.
>"I- This is Imp and Melico. Please don't mind their mood. They've had a rough morning, but we'll be on our way back to Mr. Windsor in a little while to sort them out."
[10/?]
>>
>>68244916
>"Do you have any nice iron, mister?" Imp questions. "Do you serve it on sandwiches?"
>Coleo's eyes boggle at Imp. "Imp, you don't put iron on sandwiches! It would taste horrible."
>"But it would taste!" Imp declares, triumphantly. Then immediately deflates, "Wouldn't it?"
>Coleo can't quite contain her confusion. "It wouldn't 'taste' any more than anything else? I don't know what you mean, Imp."
>The girls wander off to a table to wait for their food, the conversation dying down as Melico sulks and Coleo tries to unwind Imp's oddities in her own head
>Eventually Krag brings their order by
>Coleo offers him a heartfelt 'thank you' for the food and immediately sets about serving the other girls, using her multitude of arms to pour them each a glass of tea and set their personal plates into place
>Melico takes one of the sandwiches from the platter and begins to eat
>She doesn't taste anything, though that wasn't a surprise
>She chews the food mechanically, expressionless, more to appease Coleo and to avoid drawing eyes than out of any desire to eat
>Without a glance at the tea, Imp takes a bit of one of the sandwiches
>It tastes... precisely as she expected it to
>Which is to say, it tasted of nothing at all. Not even ash
>The glasses poured, Coleo sets one down in front of Imp and Melico each and takes a deep sip of her own, savoring the cold drink in the humid stuffyness of the usually airy shop
>She sags noticeably as she drinks and finished off her first sip with a deep sigh
>"It didn't work." Imp announced simply, taking the proferred cup and setting it aside
>Coleo blinks. "What didn't work?"
>"Your magic bread." Imp returns, flippantly, "But it's not a surprise. Something here has to make sense. Why not this?"
>Melico continues to chew the sandwich, more than should be necessary, as she stares blankly at the tea
>Coleo's mandibles work in small circles as she processes Imp's comment. "Magic bread? But it's not magic. It's just normal bread."
[11/12]
>>
>>68245044
>"Exactly." Imp nods.
>"Since I woke up, I've tasted only one thing."
>"I'm not sure what it is, really. It's not blood. It's not flesh. It's certainly not bread, or flowers, or iron." Her eyes tilt downward. "Maybe it really is ash."
>"I just figured, hey, maybe in this silly place, with a silly girl who says she can taste a silly sandwich..."
>Melico finishes her sandwich and reaches for her tea. She downs the whole cup, places it down and begins to work on another sandwich.
>Coleo's hands begin to fidget nervously. "I'm- I- I don't.. I don't know if I understand. You mean you can't taste anything? What do you mean 'woke up?'"
>Her hands have started to tremble. Abruptly she turns to Melico. "Melico, are- are you at least enjoying lunch?"
>Melico doesn't look at Coleo as she finishes her second sandwich. "Yes, it's fine."
>She reaches for a third sandwich, mentally noting that there are only a couple left
>"You look so enthusiastic about it," Imp dryly points out. "It tastes wonderful, right?"
>"Yes, it's good." Melico responds absently as she works through her third
>How long would it take to get through the last two? A few minutes maybe? Well, regardless, the sooner she finishes, the sooner they can move on.
>Coleo's voice wavers a bit. "Melico, careful. If you eat too fast you'll upset your stomach."
>"Do we even still have stomachs?" Imp muses quietly. "Well. It's got to go somewhere. Probably."
>"Mhmm." Melico responds through a full mouth, barely finishing her sandwich before reaching for another. One more after this
>"W-what? Why would you say something like that, Imp?" Coleo's teacup has started clattering against it's plate thanks to her trembling
>A third hand darts out and stays Melico. "Melico please just slow down. At least chew what you've eaten, please." Her voice is fraying at the edges
>"What?" Only now does Melico seem to pay attention to what's going on. "I'm sorry, I was focusing on something else. Were you saying something?"
[12/13]
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>>68245182
>Coleo snaps up the last sandwich for herself. Not that she's really hungry anymore. "I-it's nothing."
>She chirrups nervously deep in her chest as she nibbles on the bread.
>"Oh. Alright." It dawns on Melico, despite not consuming food in ages, that eating four sandwiches in a row would seem odd regardless of who you were.
>She was too focused on finishing this task and moving on to realize that Coleo seemed rather distressed.
>"Sorry..." Melico places her half-eaten sandwich back and puts her hands in her lap.
>Coleo takes another sip of her tea, breathing deep in through her nose as she savors the taste.
>"It's fine. This just... didn't go like I thought it would. We need to finish up the errands and get back to Mr. Windsor. He'll... know something. Or someone."
>Her voice drops a little. "I hope."
>Jimeny scurries onto the table and snatches up what's left of Melico's last sandwich before retreating back to Coleo's shoulder, where he sits to nibble contentedly on his meal.
[13/13]

So concludes session 2. I need to be up in four hours so I'm going to bed. You guys have a good night.
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>>68244137
Yeah, she's something of a free spirit.
>>68241648
We were actually talking during the last session about how the cops probably all have revolvers. I don't know if we ever settled on a specific Mk.
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>>68247189
If you want to show that someone is disgustingly rich, give them pic related.
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>>68245182
Who?
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>>68247621
>>68247189
>and now I see we've posted the same thing
Am I blind or am I blind?
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>>68247624
Who what?
>rereading...
If you mean the 'third hand' it's supposed to be one of Coleo's. She has six arms. I was mostly copy-pasting this conversation from the group chat since I had to get to bed soon and must have overlooked that one, my bad.
>>68247621
I wouldn't be hugely surprised if Krag owned one of these, desu. Per DM rambling he's a huge gun nut, and his wife just recently purchased him a M1887 Winchester repeating shotgun as an anniversary present. Granted, I cant find original listing prices for either firearm so I might be mistaken on relative price.
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>>68238872
You could probably make a good, unironic argument for a few of the songs featured in Fallout 3 and 4. Way Back Home is peak nostalgia and could be used to very good effect in an environment like Nechronica where home might not even be a concrete memory. Dear Hearts and Gentle People can fit a similar role, or be used for a spot of irony.

Butcher Pete fits for pretty obvious reasons.

Happy Times, maybe. I cant remember too much of the song desu but IIRC it's pretty wistful
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>>68248086
>and his wife just recently purchased him a M1887 Winchester repeating shotgun as an anniversary present
Cute.
Did the dynamic trio cause more trouble?
>>68248592
What about Lone Star?
>>
How would you anons stat a normal assault rifle? Also, am I the only one who would fluff the tier 1 machine gun as an SMG?
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>>68248681
Trouble for Krag? Undetermined. At the time of the last session's conclusion Melico and Imp had only been in town for a full day; the note about Krag was made offhandedly by the DM during some small talk. He has a lot of ideas floating around for the various NPCs and sometimes let's ideas slip while we're mid-session, though in this case it's something Coleo could plausibly know already.

The girls get into quite the bit of trouble by the end of the day but I dont want to spoil it too much.

>What about Lone Star?
I could see the case being made. I avoided New Vegas songs because, since the game is so Western oriented, a lot of them make more specific cultural and regional references than the songs in 3/4. I just think they'd be a little more difficult to slot into place properly. Now that you have me thinking about it, Kick In the Head could be used for nicely for a bit of macabre humor.
>>68248789
My inkling is that Machine Gun is supposed to be a standard automatic rifle, not that it fits the actual use of the platform very closely.

For SMGs, I'd likely just use the dual pistols part. Maybe shotgun depending on which I felt was more flavorful at the time. Machine Gun's hard 1 range makes it weird to fluff as a personal defense weapon since you cant actually shoot at anything up in your business.
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>>68233439
Bump
I just want to know how checks work
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>>68248989
Hm. Nat King Cole and Duke Ellington (even if the latter came 20 years earlier) could work. There's always Sinatra, too, if you want something more lighthearted, and Bobby Darin.
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>>68243597
/k/ autists love to insert their fetishes everywhere.
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>>68249444
I dont think the book clarifies. Personally, I wouldn't count basic parts. In this case having eyeballs doesn't really help you see things so much as allow you to see at all; if I had a character making a spot check while their eyes were broken then they either would be making the check with minuses or would be disallowed completely.

For the bonus on making spot checks specifically, I'd probably count Scope and Extra Eyes as applicable parts.
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>>68215716
>>68247189
>>68213427
>>68220058


I feel like a team of baseball monster dolls or savants would be an interesting encounter in a wasteland wandering game.

Perhaps they are on their way to a game,
Perhaps they are just a baseball themed gang of psychos,
maybe the entire team ran away from their necromancer,
or are trying to retrieve someone else who did but are starting to have doubts, either about whether they should do this, or whether it’s simply to dangerous and they should rock packing up and going home.
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>>68249918
>I dont think the book clarifies.
Then that is a very serious oversight in the rules
>I wouldn't count basic parts.
For anything? And why not?
>Eyes, etc
Basic parts are easily broken and replaced, they would already be only rolling one die to discern with no bonus dice, why penalize further? Seems totally unneeded.
How have these things not come up in anyone's games yet?
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>>68250110
Well I mean most people assume you can’t see without eyes.
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>>68250110
Idk anon, I feel like the hint is in the name. Basic Parts are what your doll requires to be at the bare baseline in functionality. She isnt particularly fast, or perceptive, or strong, but she's not crippled in any way either.

Following your logic to it's reasonable conclusion, then during story segments there's no bonus to having animal legs because you already have leg bones and feet so you get the extra dice on running checks, and you already have support parts in your arms so your doll has the same benefit as super strength during lift checks. Extra eyes doesn't offer any bonus to perception because you already have two eyes, so bonus to checks. Etc.

And you're the necromancer anyway. You can give circumstantial +1s or +2s to rolls if you feel the task should be relatively easy, or if you think the player's roleplay justifies it. Or you can just make them auto succeed if them failing would make them look completely braindead; not everything has to be a roll.
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>>68250110
>Then that is a very serious oversight in the rules
It's pretty clear about what is used to determine whether a part is acceptable. It's the GM's discretion. It advises not being too liberal with letting players bet too many things, but it's up to the GM to decide what's appropriate.

>Basic Parts are what your doll requires to be at the bare baseline in functionality.

Dolls can shoot guns just as accurately with their arms completely broken other than the gun and no head. They can have their leg bones broken but their animal legs are fine so they can run just as fast.

>then during story segments there's no bonus to having animal legs because you already have leg bones and feet so you get the extra dice on running checks

You get a bonus to checks involving going fast or might not even need to roll in a situation others might have to due to your animal legs, the GM doesn't let you bet foot because it's a hinder and bone doesn't let you move fast enough to warrant letting you bet both, let alone one.

>you already have support parts in your arms so your doll has the same benefit as super strength during lift checks

Super Strength wouldn't be something that'd give you an extra dice anyway, only skills or memory fragments do that.

>Extra eyes doesn't offer any bonus to perception because you already have two eyes, so bonus to checks

Now you're being stupid because you're betting the parts. You're taking a risk with them. You can't bet two eyes if you only have one eye part.
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>>68250929
Oh, we're talking about parts betting? My bad then. I'm posting half-distracted and when I saw anon ask if spot checks were 'easier' my head jumped right to circumstantial bonuses. Having the option to burn out my eyes but not my ears does not really correlate to checks being 'easier' in my head so it flew right past me.
>>
All this talk of part betting makes me image dolls betting parts on various games at inconsistency lit table and floor games in a ramshackle establishment.
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>>68241648
>>68247157
>>68247189
>>68247621
sword time
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>>68251588
Can dolls even get drunk?
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>>68251809
Well they can benefit from adrenaline, so possibly. Might by case by case.
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>>68251801
Have a bayonet charge
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>>68251801
Oh, I'll give you swords if you want.
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>>68251809

Only if they knock a hole in their skull and pour alcohol into it.
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>>68251875
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>>68251809
>Can dolls even get drunk?

>>68251826
>Well they can benefit from adrenaline, so possibly. Might by case by case.

The way I've handled it is it depends on what the dolls are being used for, or were last refitted to do.

>>68251801
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>>68251900
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>>68251844
I shall raise you a bayonet charge in kilts.
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>>68251978
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>>68251875
>>68251978
beautiful.
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New thread in the works!
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New thread!
>>68252142
>>68252142
>>68252142
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>>68252155
Thread archived on SUP/tg/.
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>>68250546
>>68250110

>Parts used to assist Checks may be either Basic or Reinforce Parts. For instance, on a Check related to Knowledge the 'Brain' might be used, or on a check related to vision the 'Eyeballs' might be used. It's the players' choice. As long as the Parts in question are not damaged, they may be used to add a bonus die.

Read the book, don't be an idiot.
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>>68252382
Doing God's work, anon



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