[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: Metalhead png export.jpg (1.95 MB, 2500x2100)
1.95 MB
1.95 MB JPG
It's still October, and we're still pushing shit out, so why not have another thread?

>What is Nechronica?
Nechronica is a Japanese tabletop RPG made by the same guy who made MAID RPG and Goldensky Stories where you play as undead girls with various weapons, mutations, and cybernetics stuck onto them as they try to survive the trials and tribulations placed by the Necromancer. The dolls are amnesiacs and searching for fragments of their memories as well as a glimmer of light in a dead world, or at least, a place to have a tea party.

>Why should I play it?
If the description above and the ability to make almost any little abomination you can want (the system encourages refluffing your various parts to suit your desired aesthetic), the combat should. It's a fairly straightforward system where rather than leaning heavily on lots of modifiers like terrain and lighting and such, it's about reactivity, declaring various maneuvers to support, or hinder, or even pre-empt attacks and movement. Its damage mechanics are also unique, everything is made up of various parts (brains, eyes, Anti-tank Rifles, animal legs) that provide bonuses or maneuvers to declare, and damage destroys these parts. So rather than losing 3 HP from getting shot by a bear gun, your legs get blown off, and you now have to drag yourself around with your shoulders. The out of combat mechanics are simple and the madness system is simple and effective for representing the situations it creates.

>Where do I get an English translation of this Japanese tabletop RPG?
-The wiki has the most up to date translation: https://nechronica.miraheze.org/wiki/Main_Page
-You can play Nechronica on Tabetop Simulator. Check the Steam Workshop for the resources.

Previous Thread
>>75185467
>>
File: battle.png (357 KB, 1500x1000)
357 KB
357 KB PNG
GM for knight/mortarman/sloth here. yeah, most players have memory fragments, to whoever was asking
next session is Soon and I think i have a fourth but we'll see if the group dynamic works
>>
>>75300357
did the people who made these have some sort of format to work with or just eyeball it in PS?
>>
>>75302248

We got templates to use for this stuff at this stage.
>>
File: gib.gif (93 KB, 220x275)
93 KB
93 KB GIF
>>75302285
gib pls? i didn't see it on the wiki
>>
File: Skillbox.png (11 KB, 332x148)
11 KB
11 KB PNG
>>75302334

We haven't put them up on the wiki.
>>
>>75303017
Thanks, these are awesome.
>>
>>75302059
>GM for knight/mortarman/sloth here. yeah, most players have memory fragments, to whoever was asking
>next session is Soon and I think i have a fourt

Thank you very much for letting me know. I hope your session goes well.

Also that art looks sick.

Who are in the background?

In the foreground I'm guessing that's Lancelot getting her arms dismembered by The Knight.
>>
>>75303017
What are the fonts used in the different sections of the table?
>>
File: bigskythisiscentral.png (62 KB, 311x660)
62 KB
62 KB PNG
>>75303063
Yeah! In the background is a random soldier on the left, sloth in the middle, and the mortarman on the right. Between that layer and the foreground is a character no longer with the group attacking another soldier.
>>
Have you ever run or played a game where the PCs did, or could have, encountered a Necromancer who was not YOUR Necromancer.

I remember there was a campaign that ran from the east coast of the USA to Portugal where they encountered many many Necromancers who were not their Necromancer.
>>
>>75303171
What is Sloth's deal?
>>
>>75303206
my game is that. i as the GM am not actually playing a necromancer due to the game, but there is one present.

>>75303221
she sleep

Does anyone know whether you can make a Conversation Check in the Battle Phase if you're not an Alice? As in, can you just make a 1AP Action to do a Conversation Check or something
>>
>>75303285
If you aren't an Alice then you need to buy Voice Effect to make conversation checks as an Action.
>>
NPCs are fun.
One of my players picked the pet treasure. A giant undead cricket.
I've pulled a bit from every cat I've ever shared a living space with when figuring out how he reacts to things and what he does.

He's also a useful tool to move scenes along or set them up sometimes.
>>
I really like the setting, hope u guys keep up with the translation.
and please, update the pdf version.
>>
>>75303285
>Does anyone know whether you can make a Conversation Check in the Battle Phase if you're not an Alice?

You need to buy this tier 1 Enhancement part.
>>
>>75303322

Sorority can make conversation checks on madness rerolls through Grace.

>>75302334
Also this if you want some shit for reinforcement class shit.

>>75303206
Well there was the-

>I remember there was a campaign that ran from the east coast of the USA to Portugal where they encountered many many Necromancers who were not their Necromancer.

Yeah, that game.
>>
File: Reinforcement Box.png (3 KB, 116x112)
3 KB
3 KB PNG
>>75303476

And it ate the image due to shit breaking.
>>
>>75303476
>Sorority can make conversation checks on madness rerolls through Grace.
Kinda. But it only works if the Sorority takes a Madness Reroll and only other sisters can make checks targeting the Sorority. If you just want a standard convo check then you need Voice Effect.
>>
File: MI_Autocannon.jpg (221 KB, 940x529)
221 KB
221 KB JPG
Posting this at DM's request.

Kinda wish the normal MG part wasn't so bad. I would like to make a dakka doll.
>>
>>75300357
What is the best class to pair with Erudite if you want to bring the good word of Fire and Arson to the world?

Molotov and flamethrower are both blast weapons and are already fire.

What parts are crying out to be reskinned as Fire?

Dynamite is just Molotov but better so that one is obvious.

Lightsaber could be fluffed as causing the things it cuts through to light if they are flammable.

Machine gun could be a spray of burning gas. (To bad it's a garbage part)

Undead could be a much meaner burning gas projector.

Zombie Bomb can easily have incindiary elements.

Rocket pack isn't an attack but it can be fiery.

Psycho Blaster is snapping your fingers and willing someone to explode into flame.

Does anybody have ideas for fire based refluffs of support, hinder, hinder move, or defend parts?
>>
Please post guns, cannons, and other range damage dealers.

>>75303605
Thank you.
>>
>>75303976

The Perdition fanwork class.
>>
>>75304000
>>
Paging PortAnon.

Whatever happened to Monty?
>>
File: turret2.png (639 KB, 1486x980)
639 KB
639 KB PNG
>>75304000
>>
File: Monty.gif (750 KB, 310x352)
750 KB
750 KB GIF
>>75304026
We never had time to go back down to the Tower and get him back before impact. He probably got flattened by the Colony Drop
>>
Is it better to always roll high on madness related rolls or combat rolls?

I'm guessing madness since conversation checks, madness checks, and such are all much harder to support.
>>
>>75304046
Poor thing.

At least it was quick.
>>
>>75304004

You have to be a Double Perdition to get Ring of Fire which is sad.

The way the class is fluffed though does fit with FIRE.

Hmmmm. I'm not sold, but an Erudite/Perdition mix bears looking into.

Thank you anon.
>>
File: 1602048761372.jpg (60 KB, 721x1024)
60 KB
60 KB JPG
>>75300357
Tell us about what this class is for.

Can you take the leather duds skill more than once?
>>
>>75300357

There is an error in the mechanical effect description of [Star Power]

It says "may can only". This is not how english works.
>>
File: 1601699255356.png (167 KB, 985x927)
167 KB
167 KB PNG
from one of the users in the doxxcord:

"I own the Maxchronica book and other works from Maku. He's certainly more in the silly and dynamic side of nechronica. :grin:

I have spoken to him personally, (he was one of the first people I contacted) and he was over the moon that his works are making their way to overseas fans. He did ask me though that while he encouraged me to translate his stuff for personal use, to not upload it online.

So, I'm personally going to respect his wishes. He's made some great stuff, but it'll probably be enjoyed privately and not made publicly available."

The actual email from Maku:

""About your inquiry, you have no problem translating my fanzine for your private use.

You also can distribute translated documents to your friends. Please enjoy it!

However, please do not publish it to unspecified large number of people through events, on the Web, or other media.

Because if my work released to an unspecified number of foriegn people, I can't take responsibility for the troubles and inquiries about them. Please understand. "

Personally, it doesn't sound to me that he is opposed to a translation being made and distributed. He doesn't want it to be uploaded to the wiki or uploaded in a public way but I'm not sure if he would object to a pdf being shared around a small group of individuals… such as a discord group or even on 4chan or smug.
>>
>>75304854

There is enough vagary in that communication that I would definitely seek clarification from a friend who sent that to me before proceeding.
>>
>>75305195
What?
>>
>>75305195
If you're implying I'm going to translate it, I'm not. I was only giving my interpretation of the email.
>>
>>75305544

He means that the message itself isn't that precise to take that with any real certainty. All things considered, it's most he just meant it's cool to distribute it in your game group, ya know, so you could actually use it. Not that its cool to distribute wherever as long as it isn't "too big."
>>
>>75305856
Yeah, somebody should probably ask if it's OK to give copies to people on a private chat group or website, as long as it isn't uploaded somewhere a random person can stumble on it.
>>
File: Surgeon.png (123 KB, 938x1604)
123 KB
123 KB PNG
In an attempt to bump the thread, I figured I'd drive-by post one of the other homebrew classes my DM was working on for the upcoming game.
I think it's a bit more Cohesive than Ghost v1. There was talk of stacking Rigor Mortis with Guantlet and Crab legs for maximum passive tankiness (alongside a homebrew skill that provided something similar to the Torso, but I'll probably post that one later.)
>>
File: Cog.png (88 KB, 899x1313)
88 KB
88 KB PNG
>>75307669
And I guess for the sake of completion, here's the third we've worked on, which is my character's primary class. Intended to be in the same vein as Entombed, but for Dolls who aren't so big that they're in a big war walker.
My character is starting out with Networked Mind, Iron Guts, and Triage.
>>
>>75305856
>He means that the message itself isn't that precise to take that with any real certainty.

This.
>>
>>75307669

How does your GM keep track of what parts on enemies have been marked with the curse of scour and so cannot regenerate?
>>
>>75307669
This looks like fun.

Gonna want to invest in AP parts later in order to be able to Make good use of triage when things are bad enough that the party needs triage.

You are playing this game with two PCs and NPCs they recruit right?

I'd look into animal legs so you can sprint across the map so you can sprint across the map to heal people.

Also your ability to fuck over regeneration is interesting since it means one one hand you may need to be careful about using it on people you may want to befriend, but it also means of you meet someone who is going to need a lot of time and therapy to be able to function as a person again, but they are very dangerous now, you can scour all their dangerous regenerating bits so they have a harder time trying to murder you until they calm down or get their head together.
>>
>>75307669

Alright overall, this is certainly more playable than ghost.

Evolution: What's with this guy and skills that require madness checks? Moving past that, it's too costly to justify using on most starting dolls, but if the lot gets some favor under their belt, it's gonna swing the other direction. Your GM's setting himself up for annoyance here where he can't predict which doll will have turbo-charged AP and potentially spoil an encounter at the right time.

>Triage
Kind of interesting but in practice this probably won't actually be all that useful the majority of the time, especially since you need to be in the same zone. It's fine to leave around as an option and it'll have its uses. Maybe bump off the once per phase restriction and make it 2/3 AP (and getting 1 or 2 parts each respectively). Also quick formatting thing, no one has "their turn" in nechronica. A turn is an objective thing.

Adaptive Biology: Effect that is alright. It's free even if it requires a bit more tracking from the PC. Would consider taking, especially on a stacy or some such. Doesn't sell the class but it can be handy.

>Rigor Mortis
Actual trash, sorry to say. At first it seems like a trade off that might work out, but it affects ALL maneuvers. Auto timing maneuvers are still maneuvers so the cost increase would still kick in. Even if you waive that because it's silly (it is), that still means declaring defends and checks and such also cost +1 AP. The person you target with this would be better off having Regeneration or some such because at least then it doesn't horribly tax their ability to defend themselves. If you wanted to keep this skill and make it usable, only affecting Action/Rapid timing would make the most sense. You'd get really tough Protect tanks or support builds, but anything's better than "You get a defend 1 against all attacks. Enjoy paying for literally everything you might try to do now."

>Flight Reflex
This is ok. Not that big a fan of the -1 to cost.
>>
>>75309696
Cont'

Recreation: Gimmick ability that will only really come up if things are ball-bustingly hard. It also doesn't mention if it figures intact basics or all basics. It also doesn't mention what to do if you have insufficient parts. It's incredibly strong if you do use it, but it does run into the problem of "Why not get stuff to prevent this happening instead?"

>Scour
Once again, your GM is setting himself up for frustration, especially when you're dealing with Melee/Unarmed which already shits out the most damage. A superior katana is making, at least, 6 parts unrecoverable with this, and a player popping this is going to go balls to the wall when they do. It'll also be an extra annoying thing to track and he's basically tossing effectively using regeneration gimmicks into the bin. Would say this skill should be tossed.

>Incise
Not really worth it, too delayed and too expensive. Making it a once per round and breaking 2-4 parts instead would make it worth the cost and weight. As it is now, it's a weaker, time delayed spikes. Hell, if you do toss scour, this would be more reasonable to put the "can't regenerate" effect on as the fixed damage makes it something you can account for.

Will look at the next one innabit
>>
File: downloadfile.jpg (225 KB, 1018x629)
225 KB
225 KB JPG
>>75304000
>>75304012
>>
File: image0.jpg (125 KB, 750x1190)
125 KB
125 KB JPG
>>75310035


>>75309786
>It also doesn't mention what to do if you have insufficient parts.

I'm guessing the answer is you can't use it.
But immediately after I said that out loud it sounded stupid.

Maybe it gets weaker if you can't sacrifice enough parts to get the full effect?
>>
>>75310161
Note: I'm not Involved with the making of playing of this class I'm just some Anon.
>>
>>75307749

Mildly offended by this because entombeds can come in all sizes, but more seriously.

>Integration
It doesn't really have much going for it from picking it up when doubling. You have to cross class for Feast of Flesh to make this worthwhile. Also that downside is shit. It's a "you might regret taking this later!" which is a horrible idea for a skill and a horrible idea especially for nechronica as it flies directly in the face of how the game works both thematically and mechanically. Most dolls have shit integrated into them but they still hotswap it no problem.

>Networked Mind
Good even if it's not that exciting. Most peeps will want extra ablatives to protect their AP location and the +1 is nice. Not mindblowing, but worth taking.

>Redundancy
This is the only normal skill that interacts with basics on the class and it explicitly forbids interaction with the special skill, which raises the question of "Why?" If it didn't have the restrictions, it'd be stupid, but as it is, there's minimal reason to take it beyond wanting to eek out more mileage of Iron guts.

>Iron Guts
Shouldn't be calling out attack checks since that's not when defend timing kicks in. Keeping in a reason to keep entrails around is interesting and the effect is ok. Can't really hate it, though it would be amusing on a slurper build.

>Action Loop
No. Just no. Manipulating AP costs on auto timing is very dangerous and this shit will snap the game like a twig. You're already set up for a potential free loop of Bone Spears, Lawnmowers, Monofilaments, Flamethrowers, and Lightsabers. Sure it'll depend on the dice but even the possibility should be enough to shut it down, never mind you're getting 1 AP superior katanas and shit.

>Rust
Too costly for a defend as it is. You essentially have to be hit with an AT rifle or at least a bear gun to arguably be "worth it." And you're still, effectively, paying 2 AP for a once per phase defend.
>>
>>75310238
Continued

>Runtime Error
Anticipate covers most use cases of this already and that shit is also gay. Once per phase just makes it not worth it overall.

>Calibrate
Considering the comment about entombed this feels like an attempt to make a different take on lock on. It's good but not terribly interesting. It encourages just using one attack part which is already boring, which action loop also does, which is the optimal thing to do most of the time so you're just sticking more reasons to do the boring thing people already do.

Both of these are more reasonable on the player's side to take over ghost but they still don't really land it. Cog manages to land both "breaks the game" and "Not even remotely worth it" While surgeon's closer to a balanced package but has a decent amount of imminent jank and annoyance.
>>
>>75310238
>Mildly offended by this because entombeds can come in all sizes, but more seriously.

True.
You can have a Tinkerbell sized Entombed, and Spider Mastermind Sized Drug Eater.
>>
>>75310238
>Can't really hate it, though it would be amusing on a slurper build.

I'm imagining M3lt1e using her outside interface false head to pretend to be a doll trapped in a broken machine.

When scavengers, raiders, or predators come she hits them with the slurper to restock on raw materials in the field.
>>
>>75309696
Can you give us your opinion on the metalhead class?
>>
>>75310813

It'd be hard to give a fair one due to having made it, and wanting people to come up with their own ways to muck about with it. As a thing though, it lacks its own core mechanical concept but has a lot of interesting/gimmicky abilities. Leather Duds is an easy, safe choice but the rest get complicated/interesting. The damn thing had to have its effect texts pruned a number of times. Having both used and faced it, it's pretty fun, but that might also be due to being a metalhead already so playing into that is fun period.

Thematically, it's a "use with care" thing as if you want a really serious game, a doll with excuses to start singing Gloryhammer songs might not be appropriate.

Also one last thought on:
>>75307669
The fact that you're not encouraging shotgun surgery is a fucking crime.
>>
>>75311030
>>75303425

What is star.power supposed to say?
>>
File: outcast.png (416 KB, 966x1524)
416 KB
416 KB PNG
thoughts?
>>
File: 1528312662183.png (1.7 MB, 801x1208)
1.7 MB
1.7 MB PNG
>>75311494
Closed Gap is pretty bad. It only works when an enemy attacks another doll on the same count as you and the GM just so happens to declair what that unit that attacked another doll was doing before you announed what you were doing.

Now if instead it said
Whenever a doll in another position has parts broken by an enemy you may use a move part as though it were a rapid and for -1 AP (to a minimum of 1).

That would be much more useful.
>>
>>75311494
Obsessive commitment might need to be down to a minimum of one instead of zero
>>
>>75312202
Actually, rereading it, I think RAW it would cause a permanent reduction in all Move maneuvers towards that Sister, and while my immediate thought was "that's OP!" it's kind of funny to imagine. Especially because it activates on attack and not on damage.

It does need to be reworded, though.
>>
>>75311494
I like Quiet Kindness and This Is Our Land

From the shadows has unnecessary restrictions and caveats for what it does.
>>
>>75312212
Reason for that? It's only the next attack, meaning that you're not going to see many shenanigans with it unless the sister in question is being swarmed or something.

I could see a few situations where it's a bit strong, but they require having a 1AP attack in the first place, and it's basically just one freebie
>>
>>75312253
Those are more aimed at making it feel like an ambush/surprise attack, and preventing it from being a must-take skill for damage builds, but I'll take that under consideration.
>>
File: Honey Bee Swarm.jpg (2.53 MB, 3264x2448)
2.53 MB
2.53 MB JPG
>>75312236
>Actually, rereading it, I think RAW it would cause a permanent reduction in all Move maneuvers towards that Sister

Please pick it apart and explain how it works so I can see how you that works.

Also that would not be triggered or "activateable against" spirit attacks right?
>>
>>75311494
obsessive commitment makes me imagine a doll setting off an area attack in the area they are in so that one of their sisters gets hit allowing them to use obsessive commitment to attack again and so on and so on.
>>
>>75312317
It's Auto timing and there's no ending on the Move maneuver cost reduction, lol. Nowhere in there do I say "until the end of the Count/Turn/Battle Phase" so theoretically you could get to 1 AP to move towards any of your sisters for the rest of the campaign. Oops!

What I wanted it to do is reduce movement costs towards the damaged sister temporarily. The rapid timing is not a bad idea, because it lets me be there at my next count, and I like the -1 AP cost. And technically, as it's written it would be activated by those, again because it's not specific enough; so basically, I just need to clarify that skill.
>>
>>75311494
I like the artwork.
>>
>>75312342
Well it specifies that you only get the bonus against the enemy that damaged her, so not really unless you're triggering a hostile AoE, and then you would also take damage from it, so that seems fine to me. If you wanna self destruct on a landmine, go for it.
>>
>>75312371
Thanks brother.
>>
File: outcast.png (420 KB, 966x1524)
420 KB
420 KB PNG
Applied some changes for clarity and to avoid abuse.
>>
>>75312588

It's definitely more understandable.

Have you done any combat tests with it yet?
>>
>>75313731
No. It's been largely a toy project so far, but the off and on work eventually got me here, so I suppose that's my next step.
>>
>>75312588

Alright, let's take a gander at this thing now.

>Closed Gap
Actually pretty good reactive ability, however, the move should be at damage timing, not rapid. Rapids don't get declared during damage timing.

>From the Shadows
Change it to just be a +2 to the rapid attack, rather than a support 2. It might be a bit on the good side for a reaction but the cost and the bonus should be alright compared to the downside.

>Obsessive Commit
This just seems like princess redux. Underwhelming as a skill but it's ok to leave as is.

>Quiet Kindness
It's scapegoat redux. It's alright. Not really that interesting but it works.

>Swift Vengeance
Honestly this position has too many movement modifying things at this point and the attack check bonus is too week. Free movement is strong and you could put this together with something like limiter.

>This is Our Land
Incredibly strong, or useless, depending on party placement. This is honestly something you should probably swap out at this point.

>Weeping Heart
This slams face first into "Why would I want this?" You're breaking parts to get what Alice gets for free, and convo check bonuses are already pretty underwhelming for skills. Heart interaction is also silly and too costly.

Overall it's way too focused on movement shit and trivializes the value of moving around due to all the cheap movement it has access to and the non-movement shit is underwhelming.
>>
File: outcastnech.png (396 KB, 966x1356)
396 KB
396 KB PNG
>>75314790
>Closed Gap
Already damage timing.

>FtS
I agree with your assessment of it.
>Obssessive Commitment
It's a parallel to it, intentionally; it's a nod to this class being an "outsider" who has notes of some of the other positions. Same for QK.
>Swift Vengeance
I agree that it's too strong to have free movement. I'll probably increase the attack bonus and change it to function like Closed Gap, but for enemies, and make it once per Battle Phase so it's not spammed.
>TiOL
I find it difficult to agree with your assessment that it should be replaced- but I do think I need to change the Auto timing to Rapid to prevent abuse.
>Weeping Heart
Yeah, this was effectively a placeholder skill while I thought of something cool. Open to suggestions, but I may just remove it because there's not actually a great reason to have 7 when the base classes had 5.

Overall, it's supposed to be focused on movement. The idea is that playing with an Outcast in your group changes the way Nech plays a little, which in my experience is the big deal with Positions. I do think some of the non-movement stuff is underwhelming, and I'm going to find better ways to implement it, but my group has responded positively to FtS.

tldr:
I agree in some places, but as it's a position and not a class, I'm approaching it with the intent of having similar impacts to the other positions, and don't want to lose the feel of it.
>>
File: outcastnech.png (382 KB, 966x1356)
382 KB
382 KB PNG
>>75315755
forgot the fts fix
>>
>>75315755
>Already Damage timing
>Text still says "Move as though its timing was rapid".

This is the part about it being rapid. What are you trying to accomplish with this bit here? Making it a rapid would somehow mean you moved before the attack actually occurred, which doesn't make much sense for a maneuver being used through a damage timing maneuver.

>Change it from Auto to Rapid
Doesn't really quite work that way since AP cost is done when something's declared, so it'd only be subsequent movement declarations that would get the -1. If you declare it in response to a movement, it won't get the cost reduction.

The problem with this is that the "focus" your position has is repetitive. You reduce the cost of movement and get to move at damage timing (essentially), you get a bonus to attack checks or reduce the cost of movement, and you reduce the cost of movement. You're not really doing anything interesting with the movement. You might as well just take closed gap and not bother with the other two as you zipping around makes it unlikely the movement cost for sisters will kick in and it doesn't require damage to a reinforcement. Having 2 of the 3 non-movement related skills being inferior versions of other class's skills doesn't really help things here.

Conceptually, it's not a terrible idea, though personally, movement focused should be a class thing rather than a position thing, this execution just lacks the special synergy or interesting/unique mechanics to get it going.
>>
>>75316269
Ah, I see what you mean about the timing now.

Wouldn't it being Rapid instead of Auto, going off what you just said above, mean that you're reducing the cost before they move, in game terms? Genuine question here because I thought that was how those interacted- Rapids happening first.

I didn't think they were strictly downgraded skills as much as parallels, but looking at Scapegoat it's way more exactly cloned than I thought. Oops.

Closed Gap is only once per round, and someone's getting damaged still.

As for the special synergy, yeah, I think I see what you mean. I don't strictly agree on the movement thing (especially as unless you use the fan classes anyways there's not a lot of movement options), but I do think it's being under-utilized.

My original idea was to have there be benefits to being in a different Area to your sisters, but with just a few Areas even existing, that's hard to pull off in the first place (without committing suicide, or making it broken).

I think my big thing holding me back is fear of making something actually new, as most of these just lean on existing mechanics instead of making a new one. I'll get back to you when I've refined it, but I'm thinking of some sort of effect when you enter an area (or leave one, maybe, to encourage being in areas with more enemies than allies)
>>
It is good I kept reading instead of following through on my first course of action which was to stop and compose questions in reply to each post where I felt want to do so, and instead resolved to keep reading, for all of those questions have been answered in subsequent posts.

I'm not used to that kind of productive conversation happening on /tg/.

This is neat.
>>
>>75316630
Nice reddit spacing, fag.
>>
>>75316651
is

this

reddit

enough

for

you

fag
>>75316630
the nech thread is unusually good about that sort of thing.
>>
>>75316688
Yes thank you now I finally feel at home.
>>
>>75316688
Absolutely based
>>
>>75316269
>>75316523
>Closed Gap
Damage | None | Self
Only usable when one of your Sisters takes damage. You may make a Move Maneuver towards her, at the normal Cost. If you enter the Area she is in, and there is an enemy present, you may make an Attack Maneuver against it as though its timing were rapid. Pay the full AP Cost.
You’ve chosen them. Now do your best to make sure that choice wasn’t in error.

>Swift Vengeance
Damage | 1 | Self
When one of your Reinforcement Parts is damaged, you may make a Move Maneuver towards the enemy that damaged it, paying the normal AP cost. If doing so gets you into the same Area as the enemy, you may immediately make an Attack Check against it, at -1 to hit. Pay the full cost.
They will pay for their transgressions in blood.

>From the Shadows
Rapid | 1 | Self
+2 on your next Attack Maneuver. You may use an Attack Maneuver as though its timing were Rapid, but you still pay the full cost. You may only use this ability when an enemy enters or exits your Area.
By never quite being in perfect step with your sisters, you are harder to predict.

>This is Our Land
Auto | None | 0
Reduce the cost of your Sisters’ movement maneuvers with range Self by 1, to a minimum of 1. Each Sister may only benefit from this once per Battle Phase.
With your guidance, their feet move more swiftly. And you get some space to yourself, finally.

>Welcome Party
Rapid | 1 | Self
When you enter an Area, you may use an Attack Maneuver against an enemy in it. Pay the full AP cost of the Attack Maneuver.
Aggression is the key to victory. Temper yours against the care you feel for your Sisters.

>Parting Gift
Rapid | 1 | See Effect
When you leave an Area, you may make any number of Attack Maneuvers at enemies in that Area, treating them as though they were Rapid Timing. You take a -1 to any Attack Maneuvers made this way, and pay the full AP cost.
A fighting retreat is exhausting, but can be worth the effort when done intelligently.
>>
>>75308991
I use digital character sheets and mark the part in question with a star/asterisk/etc.

Or just build a checkbox into the sheet depending on how often the condition comes up.
>>
>>75317182

Keep forgetting to mention, but the convention is Cost: None is reserved for Auto timing maneuvers while everything else is cost 0.

Closed Gap and Swift Vengeance are basically clones of each other with different triggers. This could hypothetically be fine if the rest of the skill set is distinct from each other but...

This is our Land is getting better there though its once per phase restriction is unnecessary. Movement on self isn't so common or easy to arrange to be in the same zone as you that other PCs are gonna be able to exploit it constantly.

>Welcome Party
This is literally crab legs at this point.

>Parting Gift
This is crab legs you can spam a bunch as you go.

The problem of sameyness is getting worse here as 4/6 skills are "whack an enemy when you enter/leave a zone" and 5 is "whack an enemy when they enter/leave your zone." Which is "why not just get crab legs at this point?" 5/6 skills should really not be sharing an almost identical effect, even if some of them have extra caveats/bonuses
>>
>>75310238
>>75310392

"Fragile hearts bearing colossal strength.
The specialty of this Class is sheer size. Their powerful presence demands attention and punishes those that ignore them. No matter how weak the girl within, her tomb towers above the battlefield."

...You're kind of directly contradicting the description of the class, and all of its Skills. But even ignoring the size; its Skills revolve around being a war-machine specifically, and that was more the point of creating an alternative.
>>
>>75318637

You are correct that I am directly contradicting the fluff of the class.

That would not stop me from using the mechanics of the class for the purpose of representing something that they were not originally intended to do if they happen to also be a good fit for this other purpose.
>>
>>75310392
>You can have a Tinkerbell sized Entombed, and Spider Mastermind Sized Drug Eater.

You can also make a doll that is an
Sorority/Drug Eater/Entombed
Or an
Alice/Entombed/Drug Eater
>>
>>75309144
>Gonna want to invest in AP parts later in order to be able to Make good use of triage when things are bad enough that the party needs triage.
Melties starting with 11, via Networked Mind (>>75307749) and Adrenaline. So that's sorted out a bit. Next she needs movement parts. Which will be needed anyway because it looks like she's going to be a Melee-centric character which I didn't plan for initially. Right now she's got the Throwing Knife refluffed as a fletchette launcher.

>You are playing this game with two PCs and NPCs they recruit right?
Correct.

>I'd look into animal legs so you can sprint across the map so you can sprint across the map to heal people.
That's on the list. Or maybe Wire Reel to yoink people out of danger.
>>
>>75317556
Thanks for all the help. Trying some different approaches here.

>Closed Gap
Damage | 1 | Self
Only usable when one of your Sisters takes damage. You may make a Move Maneuver towards her, paying full cost. If you end the Damage Timing in her Area, make a Conversation Check.
You’ve chosen them. Now do your best to make sure that choice wasn’t in error.

>Swift Vengeance
Damage | 0 | Self
When one of your Reinforcement Parts is damaged, you may make a Move Maneuver towards the enemy that damaged it, paying the normal AP cost. If doing so gets you into the same Area as the enemy, you may immediately make an Attack Check against it, at -1 to hit. Pay the full cost.
They will pay for their transgressions in blood.

>From the Shadows
Rapid | 1 | Self
+2 on your next Attack Maneuver. You may use an Attack Maneuver as though its timing were Rapid, but you still pay the full cost. You may only use this ability when an enemy enters or exits your Area.
By never quite being in perfect step with your sisters, you are harder to predict.

>This is Our Land
Auto | None | 0
Reduce the cost of your Sisters’ movement maneuvers with range Self by 1, to a minimum of 1.
With your guidance, their feet move more swiftly. And you get some space to yourself, finally.

>Distanced
Auto | None | Self
When one of your Sisters fails a Madness Check, you can make a Conversation Check towards her.
Observe, prioritize, and execute. Tools of a colder person, but a rudimentary attempt to employ them could save you.

>Battered Pride
Action | See Effect | Self
You may voluntarily take a Madness Point. If you do, your Sisters not in your Area gain +2 on their next Attack Check.
Standing alone against the dark, you inspire your Sisters to stand together.
>>
What's the most update Nechronica rulebook?

Got a few players interested in playing and the combat system looks crazy fun.
>>
File: SAD_MAIDS_2.pdf (5.46 MB, PDF)
5.46 MB
5.46 MB PDF
>>75310519
The sad part is that Meltie is probably too nice to do this. Or at least the occupant is, at least. The AI may not be wily enough to think that far ahead.

>>75319513
The most up to date rulebook is this one right here. Unless they fixed the accidental rollback some attack maneuvers got to being called 'Ranged' instead of 'Shooting.'
>>
>>75319513
I recommend showing them the wiki instead of the book. (The wiki is also regularly updated while the latest iteration of the book was put out a year ago.)

The pre-written adventure in the book is pure NOPE, and is also poor as an.example.pf.how the game works, and some of the art is well suited to putting off players.
>>
>>75320162
>The pre-written adventure in the book is pure NOPE
The pre-written adventures in the .pdf are completely bog standard Nech fare. One is exploring a factory where zombies make Horrors and the other is exploring a ship where the captain tried and failed to make himself and all his guests sapient undead, so you run into his Savant daughter corralling them all.
>>
>>75320347

I'm not sure if you are trying to troll me, or if you are saying they actually changed the first one so that it is disturbing because of the realities world it takes place in instead of being disturbing for the plan the PCs go with at the end of the story.
>>
>>75320162

You're thinking of the replay that was from before the game was even completely finished. That shit was relegated to Official Files because that shit served only to confuse people. It was kind of impressive how badly a "good introduction" to the game fucked with people's ability to learn the game.
>>
File: PoorTaste.png (33 KB, 222x195)
33 KB
33 KB PNG
>>75320448
Jiminy Christmas just peel open the .pdf and check for yourself. It's all basic shit.
>>
>>75320490

Oh cool. It's gone.
>>
File: s592.jpg (134 KB, 592x841)
134 KB
134 KB JPG
>>75300357


I think you could adapt Necronica to run Space Jam.

Looney toons are prone to unproductive behavior and turning on one another if sufficiently stressed so the madness system has somethinng to represent, and the slapstick cartoon physics and gags fothnwirh the balls to the wall insanity and rapid repair and recovery times of combat and post combat in Nechronica.
>>
>>75300357 Why aren't Nunchaku an armament?
>>
>>75310392
>Spider Mastermind Sized Drug Eater
That'd look weird when she takes over the body of a normal-sized enemy.
>>
File: mar'gosh_remnant.jpg (63 KB, 835x652)
63 KB
63 KB JPG
>>75321539
I've seen it before
>>
File: skull_mite_remnant.jpg (260 KB, 477x741)
260 KB
260 KB JPG
>>75321539
>>75321568
Or for a less extreme example of the same.
>>
Does anyone have any ideas/supplements for a multi-scenario campaign set in a large greenhouse/arboretum? Mostly looking for parts or classes to design enemies.
>>
File: duel 1000x1000.png (958 KB, 1000x562)
958 KB
958 KB PNG
So I've had this bizarre idea for a game in my head for the past 3 years, though I was never really able to do much with it besides nail down the aesthetic and concept using my art skills. Essentially, it's Nechronica x Warhammer Fantasy. Pic related is a piece of concept art I did for it earlier this year. I actually had some rules written down for it that were based on the lord of the rings system from GW, though they are now lost. For whatever reason, the idea of undead lolis fighting chaos warriors is exceedingly appealing to me. I figured this thread would be a good place to pitch this idea. Thoughts?
>>
>>75320448
What was it?
>>
>>75320867
It might be a fun one-shot. I'm not really sure how you'd handle limbs being hacked off and stuff though.

>>75323244
Is that Man-at-arms Madoka about to throw down with a Chaos Warrior? Neat.
You have a general plot sorted out, and a plan for transferring the tech elements from the base game into a medieval setting?
>>
>>75323603
No it's a Madoka-at-Arms, silly. Unless she has the [Boy] part, then she can be man-at-arms.
>>
>>75323603
Casts, bandages, and more that last until the end of combat + however long is funny.
>>
>>75322498
Green apocalypse is a fun aesthetic to play around with. I've certainly had fun with plant-themed enemies in the past, so I can pass a few example monsters along. Mostly I tend to use refluffed parts, but a couple edited and custom ones can go a long way.

>Ivory Pitcher (H)
5 HP; 10 AP
--Caustic Spray: [Damage/1/0~1] Unarmed Attack 3. You may use this maneuver only when you receive damage, and only upon the target which damaged you.
--Vine: [Check/0/0] Support 1 or Hinder 1.
-Acid Spit: [Action/2/0~1] Blast Attack 2 + Explosive. The target suffers a -1 penalty to their next Check. Multiple instances of this effect are cumulative.
-Burrow: [Action/3/S] Move 1. "Hinder Move 1" is ineffective against this maneuver.
-Nerve Root: [Auto/N/S] Maximum Action Points +4.

Very squishy, but solid AP and a troublesome attack. At 0-1 range, it's primarily just a nasty water balloon that sprays the Doll that pops it with acid, but the spit attack means someone has to take one for the team if they want to avoid painful hit penalties.

>Venus Mantrap (H)
7 HP; 9 AP
--Venus Flytrap: [Rapid/2/*] You may use this maneuver only on a target which attempts to exit or pass through your current Area. Hinder Move 1 + Unarmed Attack 2.
--Vine: [Check/0/0] Support 1 or Hinder 1.
-Long Vines: [Auto/N/S] Increase the Range of your Unarmed and Melee Attacks by +1.
-Snap: [Action/2/0] Unarmed Attack 2. You may add +1 to the Attack Check.
-Bind: [Action/3/0] Unarmed Attack 1. If this Attack deals damage, the target may not use Self-targeted Movement maneuvers until this Part is broken.
-Predatory: [Auto/N/S] Maximum Action Points +1.
-Quick: [Auto/N/S] Maximum Action Points +2.

This one is slightly bulkier, but leaves out having a Move part with the intention of being essentially a stationary hazard monster. Going near it is dangerous, but you can't really bypass them without a triggering the flytrap, which still gets to take a swing even if it can't always stop their movement.
>>
Anyone in here has a beginner's step by step explanations on how character creation and advancement work? Trying to figure out on how to make my own doll without getting headache in my head
>>
How do you build horrors and savants that remain useful as more than a tiny speed bumb in constructing a good challenging fight to your party as they get stronger and stronger?

I know the way your players have built their particular party will help determine what specific mix of tactics you should consider. Like planning a meal for friends.

What I want advice for is how to build the horrors and Savants that will make make up the various dishes in that meal.

Just spamming more of the units in the book, or ones of similar ability and toughness, as the party gets better at killing them faster is not a solution that scales well as the action economy will quickly swing against the party to an reduculous degree.

Also stacking mote and more defend parts and ablative parts on units just turns fights into a slog, which cheapens the growing strength of the party, and becoming less an exciting fight, and more a frustrating race to try to chop down a bunch of squirmy trees before madness accumulation due to turns passing takes the party out.
>>
>>75325260
>grug get idea
>grug pick position
>grug pick class
>grug pick subclass
>grug write down reinforcement points
>grug get points from class and subclass
>grug add one point to category grug like
>grug pick skills
>one from position
>two from class
>one from subclass
>grug and rockomancer pick or roll fragments of memory
>grug and sister grugs pick or roll fetters
>grug play game
>grug arrested by FBI
>>
>>75325279
Spirit Attacks + basic infantry tactics

Give a few meaty frontliners, add some legumes to hinder movement past them, support from behind with Spirit Attacks and Gunfreaks/Ranged Savants/Soldiers

There's a lot of tactical depth to the combat, basically just look at what works IRL and implement it. You can have fast moving and hard hitting guys tear past the girls front to eat up the Alice/Requiem while the girls in limbo are locked down
>>
>>75325749
Reread your post. I'm retarded.

My suggestion is to have the end goal of a unit in mind when making it.

>john shoot
>fragile but quick shoot man
>it's like Gunfreak with less options but better movement
>time for Shotgun, Animal Legs, Animal Ears, Tail, and maybe a few other parts
Makes him go first and go fast
>>
>>75325722
There's Vanning by the FBI in Amerocka? Let me guess, lolis?
>>
Have a nice day.
>>
>>75325982
Yeah, it's just a joke about one of the ways you can play the game. It is, however, pretty easy to not do that, and nech is good enough to get me to play something besides OD&D and GURPS.
>>
>>75325279

>stacking mote and more defend parts and ablative parts

Depending on what the party chooses to get, this is unavoidable as some stuff just requires getting beefy. It doesn't really cheapen the party's "growing strength" either, as long as you can sell that these enemies should be tougher. Of course, it does depend on your group. Some people hate a fight going beyond round 1 where as with others, a fight ain't really a fight unless it's gone to at least round 3. You gotta be willing to throw out property negation (chain and dismember are the biggest issue as far as PC's ability to shit out damage, but Explosive doles out pain too. Enemies should be hitting more often and maybe even harder to encourage grabbing hinders and defends over stuff to shit out more damage.

Also a key element is introducing enemies to interact with and fuck with the PC's tactics. If the pcs do the typical "focus down one guy and move to the next" enemies should start bringing their own boosts and wire reels, or even have maneuvers that grant buffs when ganged up on or ignored. The vast majority of enemies in the rule book are just too fragile to stand up to competent dolls even at 0 favor. You're going to have to make them chunkier than that to make them something other than speed bumps.
>>
>>75328893

Just as an example for damage output you can see. There's two dolls, a Holic/Thanatos/Romanesque and a Court/Requiem/Requiem. The Thanatos with that set up can start with Drama of Death, God of Death, Lightsaber, Spikes, Insane Swiftness, and Gauntlet. The Requiem has Shotgun, Lullaby, and Gun God. It'd be easy for the two to arrange to be on the same count, so on their first count, the requiem declares shotgun on a horror. Then the Thanatos declares lightsaber on the same enemy. If the Thanatos has a fetter in a state of madness, they 're swinging for M3+Dismember+Chain 1 at a +3 to the attack check, which on a horror is 6 damage per hit. So the thanatos lands both whacks and pops spikes for +2 damage, that's immediately 16 damage. if the Requiem also hits, that's 18 damage for a total of 4 AP spent by the PCs. The only horror in the enemy data section that can take that is the Monster, and that's because it negates shit.
>>
Why aren't their more hinder move parts out there and why to do the two that dolls have access on the core book have such similar stats?

Would more of them existing be problematic?

>>75326944

I've played GURPS and while I'm amazed at it's versatility I am usually left flummoxed by the complexity during chargen and combat.

My first GURPS gm gave me a folder stuffed with spreadsheets related to combat and my ability to go through the motions of a fight improved, but I often fell like I need still more of them.

Scheduling with my GURPS groups has always been a clusterfuck. so I've never gotten enough regular sessions to where I can practice to the point where mechanics become burned into my memory.

I hope one day I get a GURPS group that I fit in well with that can also manage regular and plentiful seasons so I can finally get to grips with the system. In a way that leaves a lasting imprint on my memory.
>>
>>75325749
>add some legumes to hinder movement past them

We going back to the Green Appocalypse?
>>
>>75329382
your GM runs crunchtacular GURPS. I just build excel sheets for any tables that scale off stats, and a handout with the common rules for the game. been pretty easy so far, though right now i'm not running it
>>
>>75329382

>Why aren't their more hinder move parts out there and why to do the two that dolls have access on the core book have such similar stats?

There's lick jowels which is just the tentacles but cheaper. Anyway, hinder moves are fairly restrained in implementation because they have a pretty big impact. If you hinder a move on someone using a bone, that means they're spending, likely, more than half their AP in a round to move 1 zone. That's a pretty big deal. Also their range and value being limited to one adds greater value to Rocket pack and animal legs as they can be used beyond the hinder range or at least still move even if hindered. It's hard to make a "nuh-uh, you don't get to have your expensive maneuver actually go through" actually interesting.
>>
Would Necromancers and their undead make for good pirates? (Sea, air, subterranean, or space)

Their living requirements are less than that of mortals which I imagine lowers overhead costs and increases operational endurance. Since you don't have to break off to track down fresh water and food nearly as often.
>>
>>75319409
>That's on the list. Or maybe Wire Reel to yoink people out of danger.

Have both. Be the medivac helicopter I know you can be.
>>
How would laser beam with chain 1 or 2 behave?

I'm thinking of putting it on a metal dragon as a breath that's breath attack is a bunch of of razor sharp heated metal shuriken.
>>
>>75330341

Exactly like monofilament/light saber but for 3 AP and being able to hit out to range 3. Easily stopped but since chain isn't stopped by defends, it may get through and dismember anyway.
>>
>>75329720
>Be the medivac helicopter I know you can be.
Oh no. If I do that then you just know one of Meltie's memory fragments is going to be some drawn out 'NAM-tier flashback set to: https://youtu.be/FM4CQqjrZSg
>>
>>75331078
Monofilament is one of the bad parts right?
>>
>>75331078
So you would want to hinder the shit out of it
>>
>>75331078

This giant winged metal reptile opens it's big tooth maw and just obliterates a bunch of stuff 100 yards away by vomiting a stream of giant red hot razorblades at it.
>>
Would a homebrew doll class that is able to 'summon' friendly legions and horrors be a bit too much you think? Or would having something in the world not trying to kill you outside of the other dolls in the party be averse to the theme of barely hanging on in an oppressive world?
>>
>>75324997
Honestly, a Requiem could delete the pitchers with a single ATR shot and they can't really counter that beyond range 1.
The thing with building good combats, though, is that prebuilt enemies don't usually feel great unless you tune them a bit to work around your specific party's setup. The party I deployed these creatures (and a few others) against had two range 0 attackers and a requiem whose build usually couldn't quite one-shot them.

>>75325260
Needed:
Basic Parts
Age (1d10+7 or choice)
Premonition (1d10 or choice)
2 fragments of memory (the d100 memory tables are on the wiki, but you can pick or make up your own)
Position and 1 Skill
Primary Class and 2 Skills + associated reinforcement parts
Subclass and 1 Skill + associated reinforcement parts
1 free Reinforcement part
1 Treasure part
Starting Location (may be changed between battles)
Treasure Fetter (all fetters start at 3 madness)
Fetters for each other PC (1d10 or choice toward each)

For advancement, gaining a Skill from your Position, Class, or Subclass costs 10 Favor.
Gaining a Part is actually just buying a reinforcement slot of that category (progression is Tier 1->Tier 2->Tier 3->restart from Tier 1. You technically can fill slots with lower-tier parts, just not higher ones.
Cross-Class and Cross-Position skills are 20 Favor, so usually you shouldn't count on getting those.
>>
>>75333563
It's not an objectively awful idea, and thematically it's not completely unreasonable, but you have to wrestle against the game's mechanics to make it work as part of a class package.

Legions are basic and low-threat by design, seeing as they usually only get like 3 maneuvers to work with, so a PC with a legion-focused homebrew class would have to give up a lot just to get something that's not super interesting and spend most of their skills making the legion viable when they could've just taken a more useful Class and Parts to begin with.
Horrors can be a bit better, but the biggest issues are cost and balance. You have to consider what a PC can give their minions from their kit, how many Parts the minion gets (which I've typically just seen presented as Parts not drawn from the PC, meaning it's free HP for the PCs' side), and the minion's AP (and its summon cost).
It's not outright impossible to make it work, but I generally wouldn't recommend it.
>>
>>75334022

They tend to fall into the realm of either too expensive to be a better option than just doing shit yourself or really good and free shit.

Part of it is just, whatever the summoned thing is bringing to the field, you could just put on the PC instead, other than an extra AP track which, if the horror can use effectively, would swing around to being OP.

Having messed with the concept and seen other try it, the best thing to do, if you are determined to do it, would be to treat them more like an entity that does something automatically rather than an extra character to make choices for, like this.

ZE Gun:
AP 0 HP 3
Automated Platform [Auto/None/Self] The ZE Gun does not have AP. It instead declares its attack when the doll targets an enemy with a maneuver, matching the maneuver's timing. This will occur even if this part is broken.
Gun [Special/None/0-2] Shooting Attack 1. This can only be declared once per count.
Targeting Sensor [Auto/None/Self] +1 to the Attack Check
>>
>>75325279
Legions are like seasoning. You sprinkle them around sometimes for flavor, but usually they're just there to soak some damage and make PCs with Area attacks feel strong.

Horrors are going to be your main dish most of the time. The Threat system is a bad way of representing danger level and can easily be tossed out. Damage-doubling from Dismember and Explosive means Horrors are typically only about 50-75% as durable as they look on paper, so for more optimized PCs, they usually need some defends to survive in melee. Generally, the best way to approach Horrors is to handle them like you would a meal, where each 'food group' is part of a balanced encounter. Specialized Horrors that can play off each other will almost always fare better than generalists. Usually, you you pick 1-2 attacks (since the way Horrors work means that you should always have an attack left until they're annihilated) and maybe 1-2 other mechanics for a Horror to lean into. As an example, you might serve up some beefy CQC + Defend types (possibly with Protect), spicy Dismember + Hinder boys, some lighter long-ranged noodles, and your paired drink in the form of a Support beacon.

Savants are typically going to be reserved for special occasions. Recurring minibosses or bosses, usually (but not always) the centerpiece to an encounter. They usually want a bit of everything, but most noteworthy Savant fights I've been in have featured their savant with a powerful attack, team buffs, and/or some seriously nasty trickery.

It's also worth noting that savants that are supposed to be recurring have every right to try to run away if a fight goes against them and they can still move, but most PCs don't exactly like letting their enemies run, so they'll try to cripple the savant's mobility if it comes to that. The feeling of capturing an enemy that you weren't supposed to and the vengeful frustration of failing to stop one from getting away are both fantastic motivators.
>>
Is Romanesque the worst core class after psychedelic?
>>
Speaking of LIGHTSABERS
Behold. https://m.youtube.com/watch?v=xC6J4T_hUKg
>>
Music https://m.youtube.com/watch?v=6Wg2pEqpvmk
>>
>>75334585

>Legions are like seasoning. You sprinkle them around sometimes for flavor, but usually they're just there to soak some damage and make PCs with Area attacks feel strong.

That's what the book encourages but in practice it just makes them practically a non-entity and pretty boring. Usually it ends up that there's no real effort made to kill them, unless someone has area, until they're the last thing left and half the time the GM just calls the combat there because no one wants to waste the time rolling to finish them off. You can do other fun things, like giving them, or enemies around them maneuvers that use the legion as a cost for things, essentially treating the legion like ammunition. It can force a change in tactics if killing the legion removes dangerous maneuvers from the field quickly.

>Horror stuff
Mostly right, though it depends on how many you want on the field. Specialists work if you're deploying a decent amount but if you're deploying small numbers, you might want beefy generalists.

>Savants
Treating them as special as a lot of GMs do bums out the people who took shit like Vile Repast and makes shit like Cold Light really powerful, and if they're rare/special you're not gonna want it to be easy to get off the anti-savant shit or the center piece of your encounter gets wrecked in about 5 seconds. While not every fight should have a savant, most GMs tend to not deploy them enough to make it satisfying to really consider taking things specifically for fucking up savants.

>>75334881
Yes, but it's not completely useless, just the worst of the 6. Most build that take it, however, are usually gonna be better off taking a different class.
>>
>>75334571
The concept I was going for was a doll that serves as a hive for various insects like wasps and termites, I thought of representing it as a legion but you make valid points so perhaps persistent effects in different areas of the battle map would be a better way of reflecting that.
>>
File: giphy-downsized.gif (1.33 MB, 537x225)
1.33 MB
1.33 MB GIF
>>75300357
Does a weapon with Dismember AND Explosive force you to make TWO dismemberment checks if it hits, since explosive makes it damage two body regions? Or do you only have to roll the dismember check on the origin hit location?
>>
>>75335429
Well I mean African throwing knife can easily be reflect as sending out an attack animal

The hinder move parts can probably also be similarly reflective sending out horrible creatures to slow people down or prevent them from going anywhere.

Actually the regular ranged hinder and support skills can also be based on sending out critters to help or screw with people.
>>
>>75335429
Pick up rocket launcher and refluff it as sending in the suicide bugs
>>
>>75335186
As a legion type how good are soldiers and what’s the best way to use them effectively ?
>>
>>75335932
I don't think a single weapon has both, but if it does then it does dismember AND explosive, not a dismembering explosion.
>>
>>75335429
Maggots would be a must-have, but everything else can be refluffed as >>75336064 said. Flamethrower? Nah, that's a bombardier beetle grafted to your arm. Slurper is a bobbit worm or centipede that lives inside you, stuff like that.
>>
>>75336206

They... do damage and that's about it. They can be surprisingly effective if they get lucky since they're essentially using twin pistols, but that's all there is to'em. They're dangerous enough to warrant smacking but not any real thought beyond that.
>>
>>75331789
It's commonly banned for player use because it's head and shoulders above most of the other Melee parts, which tend to be stronger than their contemporaries to begin with. You can likely make it work as an enemy part since you'll need a little bit of BS to deal with your party from time to time, but if a player takes it then pretty much every combat is going to require you to design your encounter about it, and your other players are probably going to suffer by virtue of not having Monofilament.
>>
>>75336206
Behind a chunky frontline. Expect them to occasionally wreck someone, but generally not be too threatening
>>
>>75336404
>Flamethrower? Nah, that's a bombardier beetle grafted to your arm. Slurper is a bobbit worm or centipede that lives inside you, stuff like that.

This Anon has it.
>>
I hope we get more Gravel Storytime this month or next month.
>>
>>75334881
Yes.
And yet I've seen a double romanesque become the irrepressible spirit and mostly unquestioned leader and glue of a group of dolls usually more prone to spinning off into little groups and pairs and associating only as much as they have to.
>>
>>75334881
I've been having a lot of fun with a romanesque ally of the party.
>>
>>75334881
Arguably, but it's a nice secondary to pick up.

Port was Requiem/Romanesque and she got a lot of good use out of Dance of Death since she was slinging the ATR around for most of the campaign.
Clockwork is always handy as well if you're looking to stack up on ENH parts, and T3 has some really good ones in Amputee, Hopper, Crab Legs, etc.
Caress is a free 'lmao, no.' button if you're running a melee dude.
Waltz pairs well if another doll is running Cold Light. If any Horrors or Legions are trying to attack you then they're going to be going up against a -2 at the least.
Tuning and One's Many Charms are more niche, but have their use cases.
The special skill is boring, but not horrible. Having more AP than literally anyone else can come in handy.

Romanesque's weakness is that they can't just blow shit up like Thanatos and company, but they still have plenty of battlefield utility if that's not what you're after.
>>
>>75337292
I can only sincerely apologize for my failings in working around my fairly packed scheduling to actually get enough shit together for a proper storytime, but I've got time free tomorrow and a long-overdue session to devote several hours to finishing up, so hopefully, ideally, there'll be something before this thread is kill.

>>75334881
While I'm indirectly Gravelposting, Altina was a Pure Romanesque. While she was still... alright, she was the worst-off of the party when it came to direct combat. Which didn't stop her from having her moments, but she was definitely poorly built compared to basically everyone else. Later opportunities to change her build would help her out, at least, though I'll not give away the details on that front until it's actually conveyed in text.
>>
>>75304854
>reddit spacing
So you were that number guy from the other day and now your trying to insult the rest of the group uuh ?
You know , if they did not have that discord, you wouldn't have the game translated.
Maybe using a knife to open up your eyes might help , and you would even look a bit more like your Doll that way.
>>
>>75337999
You do realize that there are other people here who indulge in Reddit spacing right?

I do it sometimes just to organize my thoughts as I'm typing or piss people off.
>>
>>75325260
How goes it?
>>
>>75338100
Yeah but other people does that to be organized and create paragraphs like normal people.
You do it, as you said, just to piss people off and take place in the middle.
Now I've realised I've been baited by an AW..
Damnit.
>>
>>75338150
>>75338150
>Now I've realised I've been baited by an AW..

>AW

AW?
>>
>>75337645

The main problem with Romanesque is just that the other classes mostly offer better combinations options. Gothic and Baroque are its main competitors and Gothic has the ability to cheese the fuck out of the damage system with feast of flesh while Delight in Corruption is one of the most versatile skills in the game and can grab a free deny movement button. Baroque has easy access to 2 Tier 3's, but more notably, its damage boost stuff are skills rather than obtained through the T3 so can shit out damage and have your utility, and it has 2 damage boosts that don't require a specific hit location, also it's more practical for a Baroque to get gauntlet than a romanesque/not-baroque to get Super Strength/Instrument of Evil. Also its special skill is frankly trash. The situation where its most useful that people bring up, destruction of other AP parts, can be replaced through having limiter. You're trading in access to a much more versatile toolset on a class, whose mechanical concept is being a toolbox, for a somewhat better T1 ENH.

To cut an overly long comparison short, Romanesque has some nifty stuff but if you're looking to end rounds quick, you're better off getting something else.
>>
File: 756.gif (84 KB, 1187x1357)
84 KB
84 KB GIF
>>75300357
As we all know Metalhead's can move.
>>
>>75334585
Comparing enemy types to food makes me think of a Gothic who keeps noting what each monster tastes like.
>>
>>75340091
I've experienced that before, though not as a Gothic.
Sabertooth isn't a great Part mechanically, but when your only attack method is biting things, you make do even when the tastes are generally awful.
>>
>>75334881
Dance of Distortion is technically not core, but it may as well be, so yes, Roma got the short end of the stick as far as pure classes go.
The only decent ENH attacks are Electigger (which is gross Stagger cheese) and Pile Bunker (which, to its credit, is probably the most interesting vanilla attack maneuver.)
Sure, you can get lots of AP and a couple Defends, but Roma has no hit bonus or innate damage boosts, just a 1/Round reroll skill that doesn't cost Madness.
Sure, you can attempt to compensate for that with something like Reckless, but another class can pretty much always fill vanilla Roma's ambiguous role more effectively.

...Paired with another class, on the other hand, there's certainly a much more favorable argument to be made for taking it. Any skill that isn't Dance of Death or Deranged Gears will provide a consistent and tangible utility. Builds that want heavy ENH investment always want access to Clockwork, Tuning functionally turns a broken part into an unbreakable one for the rest of the round and works on allies, Caress is an instant stagger bully tactic, One's Many Charms is often functionally equivalent to +2 AP (just not front-loaded like the Special Skill), and Waltz is supremely useful for improving your survival.
>>
>>75341921
>The only decent ENH attacks are Electigger (which is gross Stagger cheese) and Pile Bunker (which, to its credit, is probably the most interesting vanilla attack maneuver.)

What about lightsaber?
>>
>>75343270

Lightsaber is good but also gross because absurd damage output.
>>
File: 9k=.jpg (14 KB, 259x194)
14 KB
14 KB JPG
Memories.
>>
>>75311204

Essentially star power makes it so that up to two horrors or legion can only target you/themselves with Action or rapids. So they can't declare action or rapid timing attacks on your sisters and if they are in a different zone and only have range 0 attacks they'll have to move into your zone. This doesn't stop them from declare check or damage timing maneuvers that target others. The effect also lasts 5 count, so about as long as it takes prayer to trigger.
>>
>>75347554
So the Metalhead performs to distract the enemy from the Alice performing to preserve the sanity of the party.

Of from the squishy requiem sniping enemies from a distance, or the frontliner who is has lost most of their parts and needs time to regenerate parts or just needs to not get attacked again.
>>
>>75347732

Any situation where you might want to force action in your area. It's borderline broken in some scenarios, but has the obvious downside of inviting a smack.
>>
>>75343270
Lighsaber is just a Monofilament that only works at Range 0.
>>
>>75349330

Yeah. In the game I'm running there have been fights where popping Star Power would have probably just resulted in a quick annihilation and leaving the rest of the party to face the enemy without you backing them up.
>>
File: Wyatt Earp.jpg (25 KB, 275x367)
25 KB
25 KB JPG
>>75351320
I wonder who could be behind this post.
>>
Ever had a doll become very uncomfortable upon realizing they are made of parts of a number of minds?
>>
File: 1316921634598.jpg (365 KB, 840x1200)
365 KB
365 KB JPG
Been D&D only until just recently, and I've fallen in love with this game. My brain is hard wired to 3.5 and 5e so it's taken some getting used to, but hopefully soon I will be able to finally say that I HAVE tried not playing D&D.
>>
>>75349967
Isn't that a pretty huge Nerf?
>>
>>75351610
The scale in this drawing confuses the fuck out of me.

It feels like she's shorter than a blade of grass, and we the viewers are so tiny she looks gigantic compared to us.

Like this is a campaign that starts in a back yard or traffic island.

Which is a really interesting idea.


(upon further inspection the image no longer necessarily looks that way but I really like imagining it that way.)
>>
File: 1577836152782.jpg (139 KB, 640x566)
139 KB
139 KB JPG
>>75351646
I'd play the shit out of a "Honey, I Shrunk the Dolls" campaign
>>
>>75351702

I'd run such a thing, if I had some solid answers on how to build giant enemies since a lot of goes in such a game would be much bigger than the dolls.
>>
>>75351920
Well that and I wasn't already doing about as much /tg/ stuff as I think I can handle atm.
>>
>>75351614
Yes, but not in a way that actually fixes the other half of the glaring issue Monofil causes.
Being Range 0 does make it so that you can't just remain parked in Limbo and hit most of the battlemap with 2 attacks every 2 Count, but that's arguably the lesser evil.
The other half of the problem is that increases to damage scaling for Melee and Unarmed gets crazy with things like Super Strength and Gauntlet, and chain attacks compound the issue. If you hit for Melee 1+Dismember+Chain 1, damage doubling that's effectively 4 damage in 2 hits just as a baseline against horrors, or potentially 2 Dismember Checks per 2 Count toward Savants.
Then you later add +1 base damage from Gauntlet (which practically every Thanatos ever wants by the time they get their first 10 Favor) and potentially another +1 from Super Strength later (or right away for a Baroque subclass). That amounts to either 4 or 6 damage per hit against Horrors, plus the chain. And then crank that up to 8 if you add Drama of Death. 2-AP attacks are the most efficient ones anyway, so staying on the same active Count as at least one sister is usually effortless. And all this is without considering any active-use damage buffs.
It's immoral and obscene and basically dominates any encounter a GM builds to fight it.

Honestly, for balance purposes, +1 damage effects probably shouldn't get to factor into the damage-doubling from properties, just innate weapon damage.
Even then, though, Melee and Unarmed attacks with Chain would still stand above everything else in terms of damage per AP spent.
>>
>>75352656
>Even then, though, Melee and Unarmed attacks with Chain would still stand above everything else in terms of damage per AP spent.

That's just because none of the high damage shooting or blast attacks have chain.
>>
>>75353168
Much more because the only damage boosts that work on Ranged and Blast attacks are Fury and Drama of Death (and technically Instrument of Evil, though that prevents both Chains and damage-doubling by canceling properties).

Melee and Unarmed can use the above, plus Super Strength, Jet Nozzle, Spikes, Gauntlet, and Barbed Wire.
>>
File: 0.jpg (33 KB, 480x360)
33 KB
33 KB JPG
>>75353168
Chain rocket launcher.
>>
>>75353168
>>75353375
the cost does not help either, Anti Tank rifle costing 4 or machine gun being 3 for instance is criminal. Really ranged weapons just have nothing going for them beyond the freedom to sit a tiny bit outside of threat range
>>
>>75354187
There's a big difference between being within mulching range and not being within mulching range.
>>
Anyone got some nechronica-esque stuff for a WW1-styled campaign? Basic pitch is that the campaign takes place in the canon world where such tactics became common again due to plot reasons I forgot, so naturally nasty brutal trench warfare between hordes of undead still goes on even though everyone past the trench-riddled edges of no man's land is long dead.
>>
>>75354240
Normally yes except there is an abundance of melee and unarmed parts that have 1 range while it seems the majority of ranged weapons are still also 1 range
>>
>>75354266
>Anyone got some nechronica-esque stuff for a WW1-styled campaign?

Are you asking for images, or inspiration music? Or something else?
>>
File: leicheoberschutze.jpg (136 KB, 685x963)
136 KB
136 KB JPG
>>75354600
Images mostly.
>>
>>75354187
Really, every usable shooting attack essentially has Lullaby as a prerequisite if you want to actually do much with it.
Like, if you ignore the -1, Machinegun could at least be theoretically usable at 2 AP, but for 3, it's pretty much literal trash tier.
>>
>>75300357
If anyone cares to answer a few questions for a noob:
1. I know that the hit location is decided by the dice roll (6-10) but who decides which parts get damaged in that specific location?
2. I know that dismemberment checks against horrors and legions just deal double damage (since those enemies don't have locations to dismember) but do they have to fail a dismemberment check in order to take double damage?
>>
>>75358537
>hit location
The defender chooses the specific part.
>dismember
Nope, they just take it
>>
>>75357698

Machinegun has the same problems as netgun, which is being limited to only range 0 and having utterly shit damage for cost. Part of the issue compounding the discrepancy between attack types is that the melee/unarmed buffing skills have no real downside, while Lullaby does. Blast at least does decent damage without skills, which they'd need to since there are none specifically for them where as with shooting, you can't make an effective doll that doesn't have lullaby. That isn't something that can be rectified without redoing all the shooting attacks or having them break the game.

>>75354240
There's plenty of ways for enemies to get attacks that can blast your ass at range 1+, shooting is outclassed in damage output by a number of melee/unarmed attack parts at range 1, and even ignoring that, it is not that hard to get movement that lets you cheaply close gaps, whether by yourself or through teamwork. Movement and such can be and is fun, but the way everything pans out makes guns pretty underwhelming in the vast majority of scenarios.
>>
>>75360365
Operation: Fix Ranged

Blast is already good through Erudite fan class. But what about shooting attacks? Do they need to be buffed, or does melee/unarmed need a nerf
>>
>>75360655
Meat snake with super strength can do about 9 damage a turn for a cost of 3 but no one seems to complain about that so buffing ranged to be slightly less efficient than that to compensate for the safety of attacking from a bit further away seems like the sort of balance to shoot for
>>
>>75360804
The thing about that is that there are always going to be game-breaking combinations in nechronica and while meat snake is a strong contender for being absolutely broken, it's more or less just one thing that still requires to roll 3 hits. I'd rather nerf meat snake over buffing shooting in general.
>>
>>75360655

>Do they need to be buffed, or does melee/unarmed need a nerf

Depends on what you prefer and are willing to give up. While the punchy stuff can easily break the game, almost all of its weapons are viable to a decent degree thanks to having a suite of parts and skills that interact with them, which can lead to a wide variety of builds that use various attacks, unlike Shooting where you get shotgun or you're retarded. Buffing shooting will give a greater variety of viable builds, but may make encounter design harder on the GM. Nerfing punching will be easier on the GM but also will limit what can be taken to be viable.

>>75360804
People kinda do, especially since it can reach 12 for 3 with gauntlet. It's just that monofilament and lawnmower (which less initiated people often forget about), are even more powerful.

>>75360856
>I'd rather nerf meat snake over buffing shooting in general.

It wouldn't be just nerfing meatsnake, it'd be nerfing almost every T3 Melee/Unarmed attack part and a few T2's for good measure or removing the skills which fucks the viability of lower tier parts as well which destroys part of the current appeal of a number of builds.

So anyway, Operation: One with the Gun next post.
>>
Quick Note: We're leaving Lullaby as Requiem's thing, but removing the -1 from it. The knock-off effect between general tweaks and this should go a decent way to making it less bad..

>Hand Cannon [Action/3/0-1] Shooting Attack 2
It's a little silly that a hand cannon is weaker than twin pistols per hit. This corrects it and leaves the damage per AP a bit less bad before skills come into play while not letting it shoot to really good when skills are in play. With the right skill set up, original handcannon is more damage efficient, but still lacks any reason whatsoever to take over shotgun beyond "want something else."

>Machine Gun [Action/2/1] Shooting Attack 1 + Area
This is probably gonna be the most "controversial" one. With lullaby this is 1 + Area every count. This is wonderful for actually creating the "hose'em down" effect people will want with a machine gun while keeping actual damage output manageable. The range 1 will be a problem but the spray and pray-ability of it should keep it in good standing. It kinda acts as a sort of "sidegrade" to Undead Gun.

>Netgun
Really, this is a gimmick weapon and direct damage/efficiency buffs aren't suitable for it. The best thing to do here would be to give it a better range band, either 0-1, 1-2, or 0-2 so that it can properly leverage its movement interference properties.

And... actually that's it for now. Gotta head out and for many weapons, just not having a penalty to hit should go a good way to bringing them to parity, even if they'd still be weaker.
>>
File: 1598399842167.jpg (176 KB, 1030x864)
176 KB
176 KB JPG
>>75362720
>leaving Lullaby as Requiem's thing, but removing the -1 from it.
Part of me feels leery about this, since ATR would be 5 damage at 3 AP from all the way downtown (with a +1 to hit with Gun God because why wouldn't you?), but... You can get 9 damage from Meat Snake on the same cost with a free reroll on one of those checks built into the part.

So I guess it's not really that crazy. I also like the MG change.
>>
>>75364303

People can make the argument that it renders Great Knife irrelevant since it does +1 base damage and has a better range band, but Great Knife still has a +1 to the attack check and can get up to +3 in damage on auto timing, AT rifle only gets +1, but even if AT rifle ends up better than Great Knife, Great Knife is mid-tier as far as melee weapons go and people are reluctant to let shooting attacks stand on par with that.

Shooting doesn't have anything that matches Superior Katana in terms of horror killing, let alone the blenders that is Monofil/Lightsaber/Lawnmower/Meatsnake. Hell, even a Nailbat kitted out right outclasses anything that isn't a critting undead gun shooting into a big crowd. Which ultimately isn't the worst thing, just let shooting do its things without heavy restrictions/penalties.
>>
>>75366350
I've never seen anyone use Great Knife.
The best thing I've heard about it is that it's too good for tier 2, and not good enough for tier 3.
>>
File: LORN03-OH-TROUBLE.jpg (164 KB, 600x583)
164 KB
164 KB JPG
>>
File: Meltie2.png (68 KB, 437x437)
68 KB
68 KB PNG
>>75366966
Meltie almost got Great Knife, but since she was starting out without any movement abilities I went ahead and gave her the Throwing Knife and fluffed it as a fletchette launcher.

My group kind of has an understanding that people should build with fluff in mind first and optimize second though, so I guess that shouldn't really be considered an endorsement.
Port managed to be relevant all through the campaign via Psycho Blaster and ATR, even without Lullaby. I've gotten the feeling she would have been severely overshadowed in some of the other campaigns I've seen talked about here.
>>
>>75354266
>>75354621
>Anyone got some nechronica-esque images for a WW1-styled campaign?
>>
>>75368382

>>75368101
How many groups are you in?
>>
>>75368382
>>
>>75368488
>>
>>75354266
>>75354621
Here you go.
>>
File: original(1).jpg (816 KB, 1987x1846)
816 KB
816 KB JPG
>>75354266
>>
File: comics2.jpg (195 KB, 930x1152)
195 KB
195 KB JPG
>>75354266
>>75354621
>>
File: buryging.jpg (100 KB, 500x437)
100 KB
100 KB JPG
>>75354266
>>
>>75368467
Just two. Protoca's player/the DM for the Port Campaign has had another setting in the works for a minute now. I think he started talking about it a little bit after the party got passed Roselia. Meltie is for that game. That's actually what >>75307669 and >>75307749 are for. Now that the Port campaign's concluded he's picked up work on it.

The second group is the Coleo game.
>>
>>75362720
>Lullaby
Dropping the -1 from Lullaby is a bit of a mixed bag to me, but ultimately, I probably have to support it. I always liked the idea of tradeoff skills, but in practice, there's almost never a situation where an extra +1 from not using Lullaby is worth as much as the 1 AP saved by using it.
Honestly, the feeling that every shooting attack is supposed to be balanced around Lullaby being mandatory has always rubbed me the wrong way, and removing the -1 makes it even more mandatory, but rebalancing everything by removing it has always been a pain and it would need a replacement skill, so this proposal is probably the best option we've got.

>Hand Cannon
This Part being a dead slot in its current form has always saddened me. +1 AP cost and damage is a hefty change, but it's well-warranted, even if it'll still never quite measure up to Shotgun.

>Machine Gun
-1 AP cost is an excellent change, instantly makes it viable. Undeadgun is its only competition in the field of Area guns, so it finally being a sort of sidegrade is nice.

>Netgun
0-1 is probably the most thematically appropriate rangeband. It's a weird gimmick weapon that will always be very niche, but this way it at least has more theoretical applications (and technically still benefits from Instrument of Evil).
>>
>>75368864
What's a Coleo?
>>
>>75369517
That's one of the characters nicknames.
The other is Scuti.

Her full name is Scutigera Coleoptrata.
>>
File: 20190912_203440.jpg (4.08 MB, 2448x3264)
4.08 MB
4.08 MB JPG
>>75369517
Coleo's a Librarian's adopted daughter. She lives in the city of Homburg, England in the year 1888.
She's also a centipede-human hybrid.

I've storytimed part of the campaign if you're interested in reading what I've got on paper thus-far. With the conclusion of the Port Campaign I'll likely be resuming soon, IRL stuff has just kept that from being possible for this thread.
If you're interested in reading:
>Coleo campaign, featuring one Doll who's oblivious to the fact that she's dead and two wasteland veterans who find themselves trapped in a city that shouldn't exist.
>Tags: England; Post Apocalypse(?); Mystery; 1880s; Librarians; Bug People; Animal People; Sandwiches; Constabulary; Disregard of the Constabulary; Trespassing; Psychosis; Body Horror; Serial Killers; NPC heavy; Character interaction heavy; light combat; WOOOOORDS
>Part 1
https://desuarchive.org/tg/thread/68162646/#68226639
>Part 2
https://desuarchive.org/tg/thread/68252142/#68260732
>Part 3
https://desuarchive.org/tg/thread/68299968/#68380529
>Part 4
https://desuarchive.org/tg/thread/70006756/#70072596
>Part 5
https://desuarchive.org/tg/thread/74563504/#74590972
>Part 6
https://desuarchive.org/tg/thread/74791451/#74800272
>>
>>75369754
1887
>>
File: 22478146537.jpg (195 KB, 1091x1500)
195 KB
195 KB JPG
>>75370205
>>
>>75370699
>>
>>75370205
>the campaign didn't even roll trips
>>
>>75370915
Have some period specific gun porn.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.