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/tg/ - Traditional Games


Nechronica is a system where body parts are HP and abilities (with skills being abilities that don't also contribute to HP).


It's a very flexible system since every part and skill can be refluffed as long as their mechanical effect is unaffected. The setting can also be re-fluffed or changed out for a fully custom one.


Question: Do you prefer to use a brevity of words to describe something and let your (fellow) players' imaginations fill in the details, or do you like to get into the weeds with your graphic descriptions and engage multiple senses?

I lean toward the latter by inclination but sometimes try for the former.


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

-The translation project wiki has/is a translation: https://nechronica.miraheze.org/wiki/Main_Page
-You can play Nechronica on Tabletop Simulator. Check the Steam Workshop for the resources.


Previous Thread: >>83535443

Thread Before That: >>83424106


LAST TIME!

> Working on homebrew classes

> Drawings


TIME BEFORE THAT!

> Multiple Homebrews posted and discussion of homebrew!
> STORYTIME! A Mobile Surgical Suite, a Chuuni Assassin, and a Dour Birb embark on a shakedown cruise for their village's boat down a river of peril! Ghosts! Dinosaurs! More!
>>
>>83635837
>TQ
I'm generally pretty bad about getting too wordy; I get caught up in trying to precisely communicate what exactly I see in my head and forget to measure my brevity and keep myself from getting lost in the weeds of my own autism. It's become kind of a running joke that I post walls of text in the campaigns that I'm a player in.
It's not all that bad I guess. Though if/when I run another game I definitely want to focus on having content pre-typed so I don't bog things down as the players wait on me.

Also, post humans having to adapt to the undead apocalypse as they try and stave off the inevitable end.
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>>83635837
I can be a little long winded at times, but I'm usually focused on being faster to reply and not leave people hanging/waiting so the flow carries on. That said, I always try to work sight, smell, and feel in if I can.
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>>83636472
personally, I have no humans left at all in my games. i think it spoils it a bit for the mood i usually shoot for
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>>83635837
>Question: Do you prefer to use a brevity of words to describe something and let your (fellow) players' imaginations fill in the details, or do you like to get into the weeds with your graphic descriptions and engage multiple senses?
Former, but try to hit all the important notes. I find I spend a lot of time describing characters (probably a given considering the game) though.

>>83636909
Cute pic
>>83636948
Raises the question, how many people here actually populate their games?
Do people run post-apocalyptic, post-human and post-life civilizations?
Or is it desolate wastelands and melancholy?
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>>83636986
It seems to depend on the gm a lot. Personally I usually have groups of other Doll-like people, undead girls of various deformity and purpose. Encounters with males are rare if they happen at all. I don't really know why I do that but it's been working so far.
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I love little girls
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NotepadAnon is better than any of you pedos and none of you ever forget it.
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>>83637070
normies should be well acquainted with the idea of boy-dolls
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>>83636986
Both and/or neither.
The world has inequivocally ended, what little is there is just Dolls of varying levels of sentience (even the Necromancer is a posthumous character), and what few cities are there are only nominally better than the ravenous beast-infested wastelands.
Everyone knows that they're all dead and in Hell already, and the few that wanted to make it better don't know how.
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>>83638710
I don't run for normies really. my games often feature crawling through viscera and the like, so I'm sure normies appreciate that
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>>83639055
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>>83639008
Agreeability of such journey would largely depend on the company...
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>>83639064
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>>83639100
Well, I suppose that's what we play nech to find out
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>>83639100
Yep.
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>>83639138
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>>83639466
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>>83639476
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>>83639455
what's with all the brand stickers? cool design though
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>>83639494
I imagine they are for nostalgia's sake.
They are labels they remember from the past and so they reproduce them on their metal bits to help them remember a time that was more civilized than the post-apocalypse.
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>>83639494
They could be a collector. You have people today who collect all sorts of old advertising and brand-related curios. This dude's particular poison just happens to be kitschy brand stickers.

Plus you don't get the chance to get tired of them since they wear off all the time, so you get to go hunting for new ones when the old ones inevitably get worn off by rain or fade from the sun.
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>>83639100
Like any other game it all depends on your players.
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>>83640177
Dude I have an old Red Crown Gasoline sign and a Roadrunner Portable Buildings sign.
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>>83640232
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>>83640240
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>>83640251
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>>83640299
>testing a token
What exactly are you testing?
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>>83636986
>Raises the question, how many people here actually populate their games?
>Do people run post-apocalyptic, post-human and post-life civilizations?
>Or is it desolate wastelands and melancholy?

I have had many NPCs in my game.
The campaign has been notable for seeming to have way more SAPIENT undead than it should.
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>>83641145
I was using it as a placeholder for combat tests.

Also it was a beta version of an enemy that ended up going in a very different direction.
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>>83641249
>>
Off.
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>>83641555
On.

(I experimented with putting these two on on a two-faced token in tabletop simulator to show them in two different states. It worked but ended up going unused in the application I put them to.
That said I did take what I leaned there and put it to use on another unit.
I recommend giving it a try for enemies where you want to show an important change or transformation. Be it mechanically or narratively important)
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>>83641249
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>>83641595
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>>83641596
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>>83641610
Sometimes I'll use recolors to differentiate tokens representing identical units on the battle map in Nechronica.
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>>83641637
Another method I use is to put an increasing number of rings around the boarder of the tokens representing identical units so the players can tell and call them out to eachother at a glance. And also clearly tell me which ones they are trying to attack, hinder, support, or move.

>"I am going to try to Shoot drone 2"

>"Which drone is the most damaged already?" "Drone 2. They've lost X parts because I hit them for X "

>"Drone 2 lost it's ability to do Y anymore"

And so on.

I recommend it as a method of differentiation. (Especially on tokens you can't or don't want to recolor for one reason or another) just make sure your rings and the voids between them are wide enough to not disappear in the pixelated view that can occur when a player is looking at the battle map from a zoomed out perspective.
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>>83639482
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>>83641674
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>>83635837
Tell us of the times nechroncia managed to seep into the other non nech games you were running or playing in
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>>83635837
> TQ : Do you prefer to use a brevity of words to describe something and let your (fellow) players' imaginations fill in the details, or do you like to get into the weeds with your graphic descriptions and engage multiple senses?

It depends on the situation I believe. If I really need to get a detail across, I do not hesitate to go longs to point out every little thing.

That's for a character
> Ursula fixes your weapons. Then stood up wrangling one of the sheet around her like a greek. But while standing up you can see that she has no legs, that they are still something fixed to her under the sheets.
> Walking towards you, the sheets falls on each sides and reveal eight legs with the same pattern as the spiders outside.

And this one for a place
> Weaver Town is a simple pile of dust with spider crawling all around.
>The ground is strong enough to hold dirty grass in it and at some places trees. Well, you could call those blades as the leaves are strong enough to cut skin if you are not careful.
>The main building, the so called "fortress" is made of an old aircraft hull, while the little home outside are made of rocks, dirt, and straw.
>Some rare ones have pieces of car frame, or other metallic structures holding them together.
>Some puddle in the dirt are holding water, mosquitoes and other little critters find such place perfect to reproduce in, thus also luring in the spiders that hunt them. This is why this place has such a name. That and the quantity of tool and clothes that are made from the spider's webs.
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>>83641766
The GM in my evil campaign let my character work out Nechronica style necromancy to create minds for servants she created.

She's pretty much trawling the Ego dimension for fragments to assemble minds from and pouring them into bodies she pieced together and in some cases enhanced with machinery.

I had originally intended to offer professional servants dying of old age or disease a second life in my character's service (with benefits like a strong body that with upkeep won't age, retirement after a century of service, 2 weeks paid vacation each year, and so on) and THE GM SUGGESTED THIS METHOD AS AN ALTERNATIVE WAY TO GET TRAINED SERVANT MINDS.

So my character is now, in addition to other things, a necromancer of the sort that wouldn't be out of place in Nechronica.

She's lacking the slime mold nanomachines but she's ahead of the curve when it comes to reliably making sophont minds from stuff pulled out of the Ego dimension.
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What causes tokens to be all over the place in terms of size?
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>>83642183
If you are talking about the guy who spammed his gallery , I suppose it heavily depends on the base picture he used to make those.
That also mean he did not bothered to scale them to the same size once he was done making them.
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>>83641766
Having to each of us play from a machine instead of in person.
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>>83642183
NTA, but usually it'll be the base image. In most applications you apply the picture to an object that already has a size or can scale the object down after the fact, so the only the only thing the size of your image really dictates is how much fidelity the image has.
>>
bump
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>>83641674
Personally, it's easier to just tint the tokens different colors, though this depends on your program and such. Those borders look like they might be hard to distinguish unless you're looking really close.
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>>83641766
Well
A fuck ton of shit from different sources managed to bleed into my post apoc campaign
The living dead in particular are powered by a psionic moldlike fungus that is capable of producing more energy than thermodynamically possible

Players have only encountered a little bit of some large fungal growths and some mostly harmless shambling zombies
But they were really spooked by the fungus zombies ability to regenerate damage each round at a slow and steady rate
And the fact that they would keep moving even if you shot off their head and blew them to bits
Resistance to bullet damage also helped a little in scaring the players pressuring them to get up close and use melee weapons
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>>83635837
My currently deranged sleep deprived mind produced the prompt “roaming lesbian rape gangs of raider savants”
I know this is horrobe alazing idea
See all of you in the morning
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>>83635837
https://www.youtube.com/watch?v=spZwZLkMsYw

https://www.youtube.com/watch?v=HyzT5b0tNtk
https://www.youtube.com/watch?v=oEyWwUNj_es
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>>83641766
I have essentially only played Nechronica for the past... four years? There was an abortive 5e game in there somewhere in there that cratered about a week after it began.
Though this does make me wonder how I might work some of my Nechronica experience into the Star Wars game my old coworker roped me into running. I guess the most direct comparisons would be in Star Wars' droids, which won't likely be featuring much in the module I'm running through.
Now that I think about it a little, I figure running for a group of clones during the CW era would probably have a similar (though much less grim) vibe so some of the military centered games I've run. You could probably get similar vibes with non-clone forces too, but I think clones are going to be the ones who most closely mirror the 'I only exist for war' vibe. Plus, clones have the whole 'from tank to battlefield' thing going where they learn, train, and fight directly alongside their podmates, which lets you have the super deep bonds Fetters are designed to mimic.

>>83641791
>mosquitoes and other little critters find such place perfect to reproduce in
I'm kind of curious to know how much life your setting has. Is it like a post-mass extinction type thing where large swathes of the ecosystem don't exist anymore, is just humanity gone, etc.?
Also, how large is Weaver Town? Since it's built around a longhouse type thing I'm guessing around eighty people? Are those all Doll-types?
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>>83643773
Post original image you made that token from?
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>>83649833
The world the Weaver Town took place in was mostly purple desert, but small pockets managed to stay "sane" through different meaning.
That town had a necromancer named Kaeruphiel, who left after some time.
All the inhabitant are Doll-like, and even share a face structure. You could say that NC liked a certain type.

The town in itself have 20 something dolls that can still function. It's built around one of those big balloon aircraft, and most "homes" are more like huts made in a junk-yard.
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>>83650314
I'm not 100% sure if this is the exact same as the file I used (as I don't have it saved anymore) but this is the pic.
My 'process' is pretty slapdash and it basically only works because Nechronica tokens are traditionally flat black and white shapes.
>set saturation to 0
>fuck with contrast settings until the image has nice stark outlines
>isolate the image subject and then fill everything else in with black
>maybe color some isolated elements, like eyes
Ideally your base image has contrasting brightnesses butting right up against each other and not too much fine detail to get buggered up when you crank the contrast.
Conveniently, anime art tends to be good for this sort of thing, assuming you start with a nice quality base image.
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>>83651905
>>83650314
And another comparison of an NPC token made using the same way.
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Any tips for playing an Alice well? I have run the game a lot but rarely been a player
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>>83652580
I haven't exactly played one myself but your job is to be happy. The character should be trying to find the silver lining in things and generally be the hopeful go-getter.
>Sorority knows they'll make it because they're in control
>Holic will keep going until she gets what she wants
>Automata keeps going because giving into her despair is too painful
>the Court will figure a way out
>Alice keeps going because she knows it will get better.
She hasn't convinced herself it will get better, she KNOWS it will. And that certainty allows her to be an emotional bouy to the rest of the party.
That doesn't necessarily means she's a shining sunbeam 24/7, but the Alice should only ever truly give in to despair if all hope truly is lost, and sometimes not even then.
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>>83654494
gotcha, i'll keep that in mind then
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>>83654494
The choice of image makes me wonder what class/position each of the Witches of Sin would be. Daphne would obviously be a Gothic, at least. Though I feel they would be Necromancer-tier instead of Dolls.
>>
Hey nechrabros I have a question since I'm just reading through the pdf now and it's weirdly written as well as weirdly translated so I wanted to know if all parts like armaments are meant to either be stapled on or replace? If they do, does that effect anything like the usage of that hand? Can they be deployable or extendable? I only ask because I realized that not only are treasures considered parts but also that despite it saying it would clarify if the parts attach or replace it doesn't from what I've seen and so far the art backs up things like armaments just being detached weapons separate from you, which makes sense you need those somewhere but I thought the parts were special? Is it just like how DW calls everything moves?
Also it says that you can't have multiple of the same name but of a lower class which I also don't get like can I only get one extra arm? Seems strange I thought the whole point was to get as many as you can to be a superlifeform. What if there's no real equivalent in the lower class? It seems odd to me that we would restrict all upgrades to one time when progression I feel would dictate that you get much stronger. Like I don't see how you can make anything more than a 3 armed mistral with a Mish mash of guns and knives attached
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>>83655258
reinforcement parts only ever add to what you have, and nothing mechanically causes them to interfere with the usage of other parts
i'm not sure exactly what you're trying to say in the second part
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>>83655258
The parts are really just things your doll can do. You're not forced to use them as written. For example, this doll has Superior Katana.
As far as how you get new parts goes, it's essentially "stacking." One point in a category is one tier one. Two is a tier one and a tier two. Three is a tier one, tier two, and tier three part. So on so forth. There's a bit more to it but that's the basics.
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>>83655258
Fluff is entirely customizable. Nothing stops a Thanatos with like 6 Armament points to be a whirlwind of steel with infinite arms for each blade, or they could simply be a Dark Souls character with a million swords stashed away in hammerspace.
A doll with Extra Arms doesn't even actually -need- additional arms, consequently, you don't need Extra Arms to have extra arms, and there is no limit on how many arms you can have in fluff (in crunch, when your Fists are gone, they're all gone whether they're 1 or 100).
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>>83655349
This is good, but I'm sure she can do better.
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>>83656018
chainsaws are pathetic! also i am allergic to them after the numerous "40kfag makes a chainsword character" incidents i've had across various systems
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>>83656135
Everyone's a critic. Few can propose worthy alternative
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>>83654762
I think they made some mistakes with the way they drew the inside of her mouth.
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>>83651905
>>83651956
Cool.
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>>83656233
>the virgin chainsaw fan vs. the chad ballistic fist enjoyer
A doll with a pilebunker nearly knocked on of our party members out of a hot air balloon this week. I've become determined to never let the player live that down.
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>>83658294
if you ain't cracking tanks you ain't punching hard enough
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>>83648652
>roaming lesbian rape gangs of raider savants
How horrifying
This is probably pretty off tone and too raunchy/wacky for most nech games
but the idea of undead lesbian mad max style raider girls who homosexually rape and pillage like bronze age pirates sounds amazingly fucking hilarious
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>>83658546
there is some wild meduka fanart out there
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>>83658546
You could take page from Girl's Frontline and make it work.
And considering how vague is the definition of conversation checks, they could be pretty damn raunchy... though it does make taking them mid-combat little weird.
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>>83658636
you have no idea
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>>83658546
That's a very large Mami.
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>>83659166
My fellow brother of african extraction.
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>>83658546
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>>83655258
>I wanted to know if all parts like armaments are meant to either be stapled on or replace?
However you like. Outside of the mechanical benefits of the part, how it looks or acts out of combat is totally up to you.
>Also it says that you can't have multiple of the same name but of a lower class which I also don't get like can I only get one extra arm?
You get one of each tier of part at a time. So if you're acquiring Enhancements you get
>t1 Enhancement
>then t2 Enhancement
>then t3 Enhancement
>start over at t1
You can only have one copy of each Reinforcement part for balancing reasons. That said, there's not really any reason you can't fluff a particular part as something else, as long as it makes sense. One of my PCs has 'extra eyes' represented as a type of compound eyes while another has cameras implanted in her face.
>I also don't get like can I only get one extra arm?
You don't get one extra arm. You get the Extra Arms part, which has a particular effect. This can be any number of extra arms/manipulating appendages in fluff, but you only get the mechanical benefit of the single part because being able to stack multiple copies of Extra Head would get stupid very quickly. Imagine if you could fire three copies of Psycho Blaster off at once without incurring Madness. It would be really dumb.

If you want an extreme example, pic related is a pair of low-favor dolls about to start their adventure. There are other similarly oddball creations other people have made floating around. The Chariot fan class on the wiki is one such example, I'm sure there are others drifting around in the archives.
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Have you ever played a doll with a role model?

>>83658546
>>83659290
Post the Terminator 2 judgement day ones.
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>>83659994
author name is "shingyouji tatsuya"
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>>83659983
>Imagine if you could fire three copies of Psycho Blaster off at once without incurring Madness

Extra head does not prevent madness. It's just a fantastic AP booster.
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>>83659983
What makes the small one an extreme example?
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>>83660064
I worded that poorly and also forgot that Psycho Blaster doesn't come with the Antenna effect built in, which removes the point I was trying to make completely (I've only ever used them in conjunction).

Probably time for me to go to sleep.
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>>83659983
If you are going to pretend to be the storytime guy at least get his posting style down first.
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>>83660095
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>>83660144
No samefag. No I am not.
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>>83660087
Nothing; the example is in how divergent they are physically while still having the same number of reinforcement parts. Meltie (the tonk) started with:
>Kung fu
>Coffin
>African Throwing Knife
>Voice Effect
>Slippery

The ninja started with
>Katana
>Electrigger
>Manipulator
>Steel Bones
>Adrenaline

The two of them have the same number of reinforcement parts but can look wildly different because Nechronica's system allows for that sort of diverging fluff. It's one of the really fun things about the system.

>>83660095
I don't really know what you mean by my 'posting style' but you are in fact wrong, it is I, I just had and have my namefag off because it didn't really seem relevant to the discussion at hand (though this makes me wonder if I really ought to get a tripcode. Feels unnecessary just for the nech generals). But at least I have an excuse to post this gif for the first time since downloading it almost two years ago.

Also I'm sorry for (and pretty fucking mad about) missing the last thread completely. Storytime to resume tomorrow.
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>>83660185
I will happily take the L in exchange for a new gif and storytime.
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>>83660095 >>83660144 >>83660170 >>83660185 >>83660200

I like this kind of not-actually-drama,that ends up going nowhere and fizzling out before it can stuff the thread with cancer.
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>>83656018
Isn't chain + dismember super busted?
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>>83659994
>Have you ever played a doll with a role model?

My doll was the role model to another doll. The stress led to poor decision making, which led to madness accumulation and being lost to the broken hearted condition.

Still my favorite PC death.

Fortunately while having a combat monster build, as a freshly minted savant the DM played her as a harmless and helpless sort of irretrievably insane person.

Seeing her like that resulted in a few madness checks, and the party's hopeless attempts to bring her back resulted in a few more.

It was a heartbreaking scene and I loved it.
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>>83659166
Ah nostalgia.
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>>83660894
Monofilament is giga-busted because it has range 0~1, meaning you basically have free reign over the map unless the NC is deliberately dropping stuff outside of your range.

Superior Katana is only pretty good. Multiple Dismember attempts is easily the quickest way to gib a Savant and stacking melee support parts and skills like Guantlet and Super Strength will let you shred horrors, but not a lot more than any other dedicated melee build imo. The fact you have to be on top of the target means more of your part and AP budgets have to be dedicated to movement options, which means a lot outside of the extreme endgame.
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>>83659994
My first doll was the combination of three separate people, so technically she was actually her own role model(s). Then it turned out one of them had 'survived' as part of one of the other PCs.
It turned out that the entire party had met during one of the final battles of the Necromancer Wars, in which they all fell during or shortly after. It appears that they met again through happenstance, or possibly psychic BS unconsciously guiding them together again.

>>83660923
I didn't think you could lose single PCs to the Broken Hearted status? Doesn't their treasure take a Madness Point off automatically at the end of battle?
Of course if the treasure broke...
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>>83663810
>I didn't think you could lose single PCs to the Broken Hearted status? Doesn't their treasure take a Madness Point off automatically at the end of battle?

Correct, brokenhearted dolls can even make conversation checks towards other dolls. It's that others can't make conversation checks on them. The general design of the game emphasizes that the dolls are in this together so there's very, very few ways to lose an individual doll. Of course, there's nothing stopping someone from letting their character go or get offed in some way if they want, but if someone goes "Oh, all your parts are gone" or "You're broken hearted, the rules say you're dead," is wrong.
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>>83654762
Daphne is definately a necromancer.

She's one of the great monster makers of the setting, which other people took credit for.

Her motivations for doing it are also so strange that she makes internet inspiration for necromancers with odd motivations.

Also she rides around in a living demonic mini Mecha that chauffeurs her wherever she wants to go and passively sucks her body clean for fuel. That's very wierd and technically impressive and something most people would never do. It says "Don't fuck with me, I'm skilled and crazy, and my ride is bonkers"
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>>83641791
Very mysterious and spidery.

Was Ursula an intelligent horror or a Savant?
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>>83662618
That's one game to rip apart for visual assets...
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>>83665133
Unfortunately the generic name makes it a massive pain in the ass to search for. Also, most of the mooks just look like dudes in armor until you blow them into giblets, so there's less to rip into there than you might expect.
Lysander is probably my favorite design from the whole project desu. The hand-held wheels are such a wonky thing.
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>>83664755
>Her motivations for doing it are also so strange that she makes internet inspiration for necromancers with odd motivations.
"I'll make some beasts that feed on mana so that people will have a limitless source of food that requires no resources to grow. Oh, the beasts are also eating people? That's fine! If people are supposed to eat them it's only fair they get to eat people too!" Does seem like Necromancer logic. Also apparently if she roves the blindfold she'll make anybody who looks into her eyes start eating their own body, which is also something I can see a Necromancer doing.

Really, the Witches of Sin are kind of wasted in Re;Zero. Rest of the setting is a pretty bland kitchen sink fantasy setting that just kind of seems thrown together with little thought, But the Witches have some cool concepts associated with them, and a cult worshiping incredibly powerful but long dead (mostly; the Witch of Envy is still around and the other 6 are around in spirit form even if their bodies are dead) witches and whose leaders can use a portion of the witches' powers are a good idea for an antagonist faction.
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gay zombie game good, finally got to be a player again and immediately clicking with the party is a good feeling. very good writing and a fun combat.
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>>83665365
>Rest of the setting is a pretty bland kitchen sink fantasy setting that just kind of seems thrown together with little thought, But the Witches have some cool concepts associated with them
That's just how it is. It's not terribly hard to come up with a "cool idea" it's just making it work with everything, or making everything else interesting, that people fuck up.
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>>83665717
Is that a bandolier of... spicy mustard?
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>>83665859
molotov cocktails
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>>83666249
extra spicy seasoning
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>>83664949
more of a Savant I'd say, but I never stated her. She was mostly an NPC.
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>>83635837
Post ruins of weapons.
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>>83667041
hey, my character uses a colt-walker revolver! it's comically oversized for a child
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>>83666964
Help lionhat get some real clothes?
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>>83667081
No, she just dresses that way. She got beat up during the fight
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>>83667098
that's pretty risque outfit for a young lady
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>>83667624
not compared to most of the game's official art, honestly, but it's nech so i don't know what you expected
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>>83667624
>>83667853
i mean hell, green girl is a character i played. she is featureless and smooth
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Return of storytime!
Sorry for missing the last thread-edition
Previous: https://desuarchive.org/tg/thread/83424106/#83525867

>"The opponent maintained overwhelming numerical superiority," Meltie drones. "As it is said, quantity is a quality all it's own." Meltie's face shifts into a look of mild consternation. "Additionally, not all of my subsystems are responding properly -「or at all!」- which is an additional hindrance."
>Her eyes slide to and linger on Feyr for a moment
>A partial memory floats to the surface
>Feyr and three other dolls leaving on an expedition
>Feyr returning alone
>She stands up from her lowered surgery posture. "We'll have to do our best to stay clear of their territory. It is my belief that our most sure course of action is to remain close to the cliffs along the water. Agree/Disagree?"
>Feyr sighs. "The problem is, if we get caught by something else against the cliffs..."
>"Hmm~" Sofia teeter-totters as she thinks. "The sea monsters that dragged us here or the retrograde Deep Ones. Tough choice"
>"But we also do not understand how to find the demarcations of the tribal population's territory," Meltie counters. "If we blunder into them again it could be the end of us"
>Feyr punches a tree, then winces a little. "You guys aren't ready for this sort of thing. I should've had us turn around as soon as we hit the mist."
>Sofia kicks a pebble. "Well, I'd say lets bail and go home but we just tried that."
>"We can still go south, as long as the cliffs don't intersect the frogs' holdings... and we're not on an island." Feyr offers
>Meltie nods. "I am content with that course of action"
>"Yeah, well we have to pick something right? Lead on oh fearless feather-duster!" Sofia hops up and salutes
>Meltie: "If we are on an island, we will need to explore further in any case to locate resources. Covering more ground will not be a waste."
>Feyr sighs. "...Let's give it a go."
[22/??]
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>>83668919
>The party continues south along the cliffs
>There's a light mist in the air, washing out the color of everything as the party progresses
>Occasionally, they still hear the call of the injured dinosaur from earlier
>"Oh quit your whining, we already heard you!" Sofia calls into the woods.
>Feyr's arms are mostly indisposed. This does not stop her from using what's left of them to flick Sofia across the back of the head. "Quit your whining. We don't want anything to hear *us.*"
>Sofia looks at Feyr with her most devastating puppy dog eyes. "But I'm much better to listen to!"
>"Are you a ninja, or not?" Feyr deadpans. "Do you want to run into something bigger than the pack that already set us running?"
>"I agree with Feyr," Meltie volunteers. "I am already not very subtle in this sort of environment, shouting and other such loud noises will only bring more potentially unwanted attention."
>"Fine..." Sofia huffs as she takes to kicking a piece of stick
>"... I could carry you if you like," Meltie offers to Sofia, her modulated voice somehow managing to sound conciliatory. Her head rotates to Feyr. "You as well, if you want."
>In the blink of a very stealth ninja's eye Sophia is suddenly perched on top of Meltie. She gazes down at Freyr dramatically. "Join me!" She declares offering the wounded bird person a hand up.
>"I'll be fine." Feyr says simply, continuing her pace.
>"Stiiiiiiick" Sophia intones as she lets herself roll backwards from her crouched position until she is sprawled over the top of Meltie.
>Meltie blinks up at Sophia before looking back to the path ahead. "I don't understand." But continues walking alongside Feyr at an easy pace. There's a light, mechanical whirr as her flechette launcher traverses back and forth over her line of sight. "Did either of you happen to recognize any sort of markings in the tribals' territory during our retreat? Something that might mark their holdings in case we wander into them again?"
[23/??]
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redraw of some old characters as regular girls at the beach. some much deserved relaxation
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>>83669053
>"Well there were the unlucky stiffs that got their brain cases turned into tacky lawn decor." Sofia remembers. "Plus some weird notches in some of the trees that might have meant something."
>"I thought that I saw some markings that looked more regular than animal marks, but was unsure." Meltie pauses. "I believe the notches were used to mark a line. Perhaps a perimeter or territorial boundary. I saw half a dozen of them in close proximity to one another." Whirr. "That is useful. If we can look for the marked trees, we have a minimal chance of crossing over into their territory again. That should minimize our chances of encountering another large group of them in the future."
>"Provided they're consistent. And up to date." Feyr cautions.
>The cries of the dinosaur eventually cease.
>The group continues on their course and comes to another gradual decline into a gravelly beach. There's another boat washed up here; this one looks like it was far better made. It's still broken in half, however... and even if it wasn't, it would be too small to support Meltie.
>"The plot thickens!" Sofia practically shouts as they come up on the wreck.
>"It doesn't look as if this has been beached for very long," Meltie notes as she cranes her head. She turns to scan the surrounding area, and the cameras along her chassis whirr quietly as they pan back and forth. "It could be that there's another person washed up nearby." She blinks. "Perhaps 'was.'"
>Feyr eyes the wreckage. "...Yes, it seems there was." The points out a particular "dune" of gravel. "See that? Note the troughs."
>The gravel is disturbed in a very linear pattern with few breaks, as if someone was dragging several long poles through it and occasionally lifted them up.
>They lead up the beach and off into the woods.
[24/??]
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>>83669348
>"Hmm." Sophia palms her chin as she sits crosslegged on top of Meltie. "That's marks from a litter, they were carrying something or someone and were planning on doing it for a long or unknown distance." Sophia blinks as if regaining her senses. "I uh, saw it in a movie once."
>"I believe they are too irregular," Metlie says. "And they start in the same place before splitting..." She starts to move down the rocks and over toward the tracks. "Let us observe in detail. Perhaps there is something left behind in the gravel that hints at a source."
>Feyr examines the motor to see if it's salvageable while Meltie checks the tracks.
>Sophia hops down from Meltie's back and stares off into the woods. "This would be a perfect moment for some kind of ambush to exposit what we're up against..."
>"Like the one we ran from earlier?" Feyr asks dryly.
>"Exactly!"
>As Meltie investigates, she realizes the depression has a small collection of dried blood at one end. The track coming out of that end of the depression also has droplets of blood scattered here and there in the troughs. The stains are regular, implying they fell from some height instead of the source being dragged along the ground.
>"Whoever was here was injured, I believe," Meltie says as she turns away from the trail and starts moving back to the group. "There is blood in the depression, but I believe they were moving under their own power; there are drops of blood in one track but there is no signs of dragging on top of them after the blood fell. Though it's possible they were picked up and carried instead."
>"If their wreck was anything like ours," Feyr says, before gesturing to the broken halves of the motorboat, "...which seems likely, then it would be stranger if there weren't any injuries. We're just lucky the tide hasn't swept away the evidence yet.
[25/??]
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>>83669775
>"I wonder if it could be twins with some unique mode of transport," Meltie says idly as she picks her way over the gravel to where Feyr is examining the engine. "Is there anything on the boat itself? Aside from the engine?"
>"No. Nothing." Feyr says, shaking her head. She'd gotten a good look while she was checking the motor. "Other than the remains of the boat itself."
>"We should probably drag it away from the water in case we need something from it later..." Sofia suggests. "Like if we have to flee by tying the whole thing together with vines... or something."
>"I... don't think that would result in a floatable construction." Feyr says, shaking her head in exasperation. "Regardless; I don't see a reason not to."
>"We would need a method to seal the hull against water," Meltie says as she gets to work finding a grip for her two large hydraulic arms on the aft section of the boat. "Perhaps tar or similar, if it exists on the island. But I don't believe I would fit." Her arms clamp down, and she starts trying to find purchase on the gravel. "Perhaps some of the material is salvageable." It takes her a moment to find a position she's satisfied with before she begins hauling backward, looking an awful lot like an overly large crab trying to pull a shell out of the tidewaters.
>The hull itself is light enough, though there's still enough resistance that Meltie digs deep furrows into the wet gravel as she pulls. She drags the aft half of the boat well above the water line before going back to retrieve the fore end.
>"Could always attach the two ends to you and use you as the boat..." Sofia mutters. "Teammates picking on my engineering knowledge."
>Meltie blinks. "「But I would sink.」"
>Sofia waves a hand dismissively. "It'd be like floaties. I bet you'd be fine."
>As Meltie hauls the boat up and away, Sofia gives it a once over and spies a well-concealed compartment door worked into the interior of the forward half, revealed by a slight crease.
[24/??]
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>>83669809
>"Oh, secret compartment!"
>It opens without too much trouble, revealing a large pistol and a couple of signal flares.
>Except it definitely is not a flare pistol. No one immediately recognizes the model.
>"Big Iron, Big Iron~" Sophia intones as she hefts the hand cannon.
>Meltie quirks her head as she traces the silhouette of the firearm. "There isn't an ejection port and- 「Hmm.」" Meltie's voice modulation breaks for a second. "May I examine it in detail?"
>"Sure," Sofia hands it over. A dull white wisp trails form her hand as Meltie takes the weapon; a trace of Sofia's psychometric analysis. But the gun is inert, and reveals nothing to her in the attempt.
>A pair of manipulators sprout from Meltie's 'collar' and plucks the pistol from Sofia's hand. She turns it this way and that in front of her eyes as examines its features.
>"No ejection port or magazine well. There is a minor glint where the barrel should be. A small compartment at the rear of the receiver-" Her manipulator pulls a small tab on the rear of the gun and the back portion of the receiver detaches, revealing what appear to be a set of electrical contacts. "- and this appears to be a power cell. I'm not familiar with the model, but I believe this is an energy-based sidearm." She replaces the power cell and lowers the pistol to Sofia. "It looks functional. I believe you are the only one here who could use it reliably."
[Sofia acquires salvaged part: Pulse Pistol. Act / 2 AP / Range 0~1 / Shooting 2 + Explosive. Req. Standard Human Hands]
>"Sweet, I get the laser gun on account of being the only one here with hands!" Sofia chirps. "Pew, Pew, Pew." She makes pew pew noises while pointing the gun at a sizable rock. She trails off, as if a thought has occurred to her. She rotates until the trail is visible again, the one with the blood trail... Sofia wanders over to it, dipping a finger right into the largest spot of blood.
[25/??]
>>
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>>83669852
>"Be careful with that," Meltie chastises as Sofia plays with her new toy. "You「'll shoot your eye out!.」"
>There's a subtle flicker of light as Sofia attempts to analyze the bloodspot.
>"Heavy breathing, metal hands, steadily growing stronger." Sofia stiffens and stands suddenly. She checks her new pistol in the way Meltie did, removing the power pack and replacing it, she looks for any controls but, on seeing the lack of them, simply points the gun back to the rock and pulls the trigger.
>"What is it?" Feyr asks quickly, darting over toward Sofia
>Meltie visibly jumps as the gun discharges. "What did you find?" Her voice pitch is perceptibly high
>Sofia tucks the weapon into her kimono, instead drawing her blade to check the edge. Her disposition can not be more different than she has been, the jokester is completely absent. "Something dangerous." She flatly responds while sheathing her sword, satisfied with the edge
>Meltie shuffles in place as she looks back and forth between Sofia and the tracks. "Should we turn around?"
>"Our current heading is to go southward until we verify there's no land connection that will take us to the Sanctuary." Feyr says, eyeing the tracks herself, "Those are heading roughly west-- there's no guarantee we'll run into their owner by staying the course. Or avoid them by turning around."
>"Doubling back is a bad idea. It will be able to follow our trail to us from either end. We should keep on our current course, maybe find a way to cover our tracks." Sofia offers
>"Impossible." Feyr says simply. "When we move back to the clifftop there'll be no way to conceal Meltie smashing what little undergrowth there is. Not unless we want to take the time to uproot every shrub and smooth over the dirt in its wake, which is suspicious by itself."
>"I am content with moving forward if that is what you deem safest." Meltie's interjection is punctuated by the whirr of her fletchette launcher. "What is it that we are avoiding?"
[26/??]
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>>83670466
>Sophia takes a deep breath. "I can't remember much, metal hands covered in blood. Strong enough to dig through stone. Quickly."
>"Too much to deal with safely in our current condition," Meltie decides. She looks down toward the tracks again. "It's possible that this might be the same thing that made the tracks on the petrified beach, near the tower. The pattern is similar, and Sofia knocked over a mooring post for a boat there."
>With little more talk, the group eventually continue southward. And then quickly finds themselves at the end of a peninsula, the shoreline rapidly changing directions and moving away from their desired heading, turning sharply into the North East.
>It would seem, unfortunately, they are almost certainly on an island.
>Feyr sighs explosively, then straightens. "Very well. We can attempt to raft our way home, or investigate the manse. It doesn't look like we'll be walking, either way."
>Meltie blinks as she considers the options. "My vote would be to investigate the house. If nothing else, we could alert the occupant to the new intruder on the island - if they prove to be at least amicable."
>"I think we should continue along the coast, away from any obvious landmarks." Sofia chimes in.
>"The only obvious landmark on the island is the house," Metlie states flatly.
>"The wrecks both count." Sofia counters.
>"Fair." Meltie takes a moment to scan the treeline. "Then my vote is that we continue forward until we loop the island."
>There's little more to discuss, and the party eventually comes to the decision to circumnavigate the island. As they reach an escarpment along the northern edge, they come across what remains of an ancient road, flanked on both sides by buildings so worn down by time that they have almost been completely reclaimed by the forest.
[27/??]
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>>83635837
hello anons. i want to get into nechronica. i still have to read the guide book and all the info i need to properly play, however i was wondering if any of you guys played the tabletop simulator version of the game.
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>>83670507
>It's right at sundown as they come across the ruins.
>Unwilling to stop, or to risk exploring the confined space in the dark, the group decides to press forward along the coast, hoping to hit the manse before morning.
>Unfortunately, on the length of cliff beyond the dilapidated down, is a gulch concealed by a particularly thick thicket of trees and brush.
>Which Meltie discovers by slipping face-first down the side.
>She reacts just in time, lashing out with her larger manipulators to hook onto a tree strong enough to support her before she can tumble all the way down the gulch wall.
>Her tires squeal as she tries to run herself back up the cliff face. "「What an annoying reversal of fortune,」" she grumbles as she begins edging herself backward from the cliff using her secondary actuators as supplementary arms. She almost sounds winded.
>Suddenly the air is alive with screeching cries.
>A quartet of bat-like mutants springs out of the crevice and swarms Meltie
[BATTLE: START]
>The battle is...
>Actually very quick, though also a chaotic mess of flying limbs and claws and deafening reports from Meltie's launcher as well as Sofia's newly acquired laser pistol. With Meltie in the middle of the enemy, any concept of a battle line dissolves and the dolls devolve quickly into hitting whichever bat is closest to them. In a swam of motion, two of four man-sized mutants are felled; the other two are each heavily injured and sent retreating back into the dark woods.
>The torrent of flying claws and screeching mutants takes a toll, despite the brevity.
>BAM BAM BAM!
>Meltie's fletchette launcher flings hot steel into the night sky after the fleeing bats. She's ranting incoherently about 'rats with wings' as she finally manages to regain her composure.
[28/??]
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>>83670700
The tabletop sim version of the game works well enough, though my party usually offshores our character sheets to google docs for both formatting reasons and because TTS is generically temperamental, and sometimes doesn't save/work if you have content from other poorly maintained workshop mods.
Still, it works well enough that I've played two different 2+ year campaigns using it for a battle map while we do our in-character stuff in text over Discord, and one of my GMs likes to plot out small maps and scenes for the adventure phase using simple assets with mouse-over descriptions to set the scene, which is surprisingly effective. He had one trick where a particular object on the map actually changed color/description depending on how far along we were in the scenario, but we wouldn't know unless we panned back over to look at it. With set-up it can make a very nice playing board.
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>>83670780
Leaving it To Be Continued here because I've got work tomorrow, but in the meantime my GM provided me with the loose map of Sanctuary for anyone who might be curious.

The Observatory, where Meltie and Tilda both live, is the building on the northern edge of the peninsula with the circular add on (which is where the actual telescope is).
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>>83670945
Dropped my map.
I guess this is what I get for playing a character who doesn't technically have hands.
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An idea for a doll quirk I had was one who is full of wise words and quotes.

They are literally quotes not her own creations.

She doesn't know where they come from, or who said them originally. Which opens up interesting possibilities with the question of where she thinks they come from. She could see it as a form of madness or an app she was built with nd can't turn off, or maybe "god speaks through me sometimes" or "my annihilated smart friend's ghost sleeps in me and sometimes wakes up to comment on things"
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Douman Sayman's comics are a goldmine for Nech-related reaction images.
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>Fetter: possessive
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>>83672446
Seems like it.

Got more?
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>>83672550
I haven't saved that many images, but both Voynich Hotel and Suicide Parabellum are good reads.
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I feel this could be made into a token. If I knew how to edit images I'd cut out the background.
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>>83672631
The problem is everything below the palm of her dangling hand is cut off.
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>>83672911
If it doesn't fit then you just cut it off. It's not a big deal. I cut most of the IFV and all the scenery from pic related, but it got the point across well enough it didn't matter. The trick is keeping just enough that the viewer can still understand what it is they're looking at.

>>83672631
I'll see about putting it together tonight. Black and white + good outlines should make it go pretty fast. If you want to fool around for yourself, the GIMP program is free and pretty intuitive if you take some time go get to know the UI.
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how do i nechronica, anons?
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>>83674238
That's kind of a broad question?
What are you having trouble with specifically? Mood? Tone? Encounter design?
How to stomach torturing the PCs? How to stomach being nice to the PCs?
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>>83674292
lore, deep lore, and how to fucken play
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>>83674404
>lore
The world is dead and you really are here just to suffer.
>how to fucken play
At least read through the book and figure out what you need help with first. You can't just expect people to regurgitate the rulebook on a whim
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>>83674655
im reading it but it feels......alien, not the rules and such but truth is i've never played a ttrpg so it feels weird
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>>83674796
Usually this is where I say
>join the nech discord!
but it's a shit hole, so ymmv.
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>>83674796
What motivates you to want to try TTRPGs?

(Also how did you come to find /tg/ and what motivated you to seek it out?)
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>>83674796
Part of that is a consequence of the translation since it was ported directly from Japanese to English some of the syntax gets weird, but the system is pretty simple once you figure out the moving parts.
>parts are abilities
>parts are also HP
>if a part breaks it can't be used until it's fixed
>the battle map has five zones
>PCs can start in three of them (mid zone and the two rearward ones)
>whoever has the highest AP goes, then the person with the next highest, etc.
>hit each other until one side runs out of parts or the party gives in to despair

Setting wise, your typical party is basically crafted by a Necromancer for entertainment. The post-apocalypse is a stagnant and boring place and mindless horrors just don't make for good drama, so Necromancers make self-aware undead and then send them out into the world to go have happy-funtime adventures until the pain of existence breaks them down and the light leaves their eyes forever. Then the Necromancer salvages them and does it again; repeat as needed to relieve boredom (or until a party of dolls gets a bit too powerful and kills you, which can happen).

From a player perspective, it's a game about trying to carve out an existence on a post-humanity planet which is so thoroughly hostile that even a lot of undead have trouble, and doing so while your character doesn't even have a solid idea of their own identity because the Necromancer may actually have mixed in the memories of, like, someone's pet dog. Maybe even your own character's pet dog. For kicks.

If you've seen Made In Abyss you already have a good idea of Nechronica's kind of mood; vulnerable people trying to evade powers beyond them as they attempt to survive and thrive in an unknown and hellaciously dangerous environment that straddles the line between beautiful and Actually Just Hell, where it's completely normal for the story to bounce between dumb kids having a good time to tragedy to flurries of intense violence.

It's also fun.
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now to draw spider mode
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>>83676048
As shitholes go it’s actually pretty relaxed and comfy
Place kinda has a dorky cozy feel
I think this is due to the fact that #general is also the off topic channel so people just talk about whatever they feel like there
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>>83678708
left cause there aint no on topic talk tho ngl, place should just rebrand as a community or smth cause none of you niggas play the game
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>>83678708
From experience you get treated like shit if you show your homebrew there. Plus place is a huge echo chamber hugbox.
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>>83679018
can't say i really agree with that first bit (as the only reason i really stay on it is for help with homebrew, since this thread is pretty hit or miss with whether people read your long ass document/blogpost) but there's definitely a lot of echo chamber bullshit among certain people and >>83678877 has a point about it not having much on topic shit
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>>83679018
Well, then post your homebrew instead of posting about gay discord drama. Be better than the place you hate.
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>>83672631
Token attempt.
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>>83679603
that's extremely similar to my version, using sai and tokenstamp
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For anyone playing on tabletop sim, my GM and I put together a custom Nechronica die texture. It's for your sleepy players who habitually forget what hits where.
It's friendly to recoloring on the table, and also to color inversion if you prefer brighter dice.
>>
what are you nerds doing in this thread
>>
>>83680190
Read the thread and find out.

Someone just shared the texture for custom Nechronica dice in Tabletop Simulator they and their GM made.
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>>83680190
We got another storytime from PortAnon.
>>83668919
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>>83680190
Well, tonight my party found out that they're in a contained map and that it loops infinitely if you just go east or west or whatever.
It's not even that big. It's like a month by foot or something. I'd list some kind of implication of this info but the only thing I have right now is
>what the fuck that's weird
>how come no one else has noticed?
>>
>>83682095
The real question is, if you launched a fast projectile or beam of light in one direction, would it hit itself from the opposite direction?
>>
>>83682160
They would never touch. It's like a quilted pattern, not a mirror room, so you would have two copies traveling at the exact same momentum in the exact same direction. And I'm like 90% sure there's copies.

The GM described it like wrapping around the map in a videogame, though an easier visual aid for me might be picturing one of those infinite run loops in an old cartoon, where background is clearly repeating.
>>
>>83682160
Do you mean would the bullet hit itself?

Or do you mean would the bullet come around and hit the vehicle or emplacement that shot it?
>>
>>83682479
It sounds like your GM is referencing parallel universes in Super Mario 64 which tile infinitely and can only be accessed by building up way more speed than the developers ever intended for you to have.

This video explains it while going through a larger problem of how to complete a start in a A-press counting Speedrun of the game.

https://www.youtube.com/watch?v=kpk2tdsPh0A

I never thought this old /v/ meme would have a legit use on /tg/. (Skip to somewhere around not quite 1/2 in if you want to get to the relevant bit but the whole thing is pretty entertaining and watching what comes before makes each subsequent part more entertaining).
>>
>>83683136
Oh boy, then this anon
>>83682479
is in for a real treat, if their GM commits to the concept.
>>
>>83682095
You're Trapped.
>>
>>83682095
Input the Konami Code.
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>>83682095
Did this info drop at the beginning of end of the session?

What was the penalty on the madness check?
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>>83682095
Time to search for exploits.
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>>83683136
I think I actually referenced this video in a different game with him (the GM) some time ago. I'll need to ask him later if they're related.

I think atm we're in some kind of massive psychic phenomenon. I say that because we've run one game in a sim already and I know the GM wouldn't be keen on playing the same story beats over again.
I guess I'll keep you guys updated.
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If your dolls aren't as huggable as this, are you even trying?
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>>83686866
what is the measure of huggability?
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>>83685308
Anon, there is always the possibility thay in the course of running that game he came up with new ideas to explore with the premise.
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>>83635837

Remember stuff like this if you set multiple Nechronica campaigns on the same planet/spaceship/digital wasteland/bubble in the ego dimension.

People have been using the interconnectedness of the world long before we think they were.
>>
>>83674292
>How to stomach torturing the PCs?

To do this try keeping the following idea on mind.

"Sometimes the best way to be kind to your players is to be cruel to their character(s)."
>>
Has anyone made a cheat sheet or quick reference for the rules or setting they'd be willing to share?
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>>83689000
The only thing I can really think of that you would need a cheat sheet for is Timings, since Maneuvers that happen on the same count are ordered by Timings.

Timings occur in order from top to bottom:
>Auto
>Rapid
>Action
>Check
>Damage

Autos happen first no matter what, and the timing is usually reserved for passive effects like Gun God (+1 to shooting attack rolls) or Mutated Being (which lets you choose where you're hit on a non-crit). They can also be declared any number of times per turn.

Rapids are declared in reaction to other PC's or Pawn's Actions and resolve before Actions. So say a Savant swings her Claws at you. Claws is an Action timing attack maneuver. So you declare Psycho Blaster in response. Psycho Blaster is a Rapid timing attack maneuver; if you successfully hit the Savant's arms with Psycho Blaster and destroy the Savant's claws, then the Savant's earlier attempt to attack you is undone. AP costs are still incurred for Actions that are countered by Rapid maneuvers.

Check timing occurs whenever dice are rolled in battle (excepting Madness and Conversation Checks, IIRC). So any time you roll dice for an attack or roll dice for a Dismemberment Check, you can use Check timing maneuvers. Usually these are Support or Hinders that allow you to modify the outcomes of a die roll.

Damage timing happens once rolls are resolved and damage is actually dealt. Normally these are Defends, but sometimes they can augment the damage you deal or cause additional effects.

>setting
The setting is pretty open ended and you can do almost anything you like with it as long as you keep to the core idea of the game. I don't know of anyone who's played in the stock setting, especially since most of it was never translated into English.
>>
>>83690024
Isn't most of the main setting translated already?
>>
I wanted to make a character with Extra Arms but I can't seem to genuinely find it a non-niche use other than maybe "kill a horror as a rapid before its attack goes off" or "land a lucky dismember and cancel the savant's attack"
As much as I love having extra arms in the fluff, I don't like feeling like having to pay a part tax just for flavor.
>>
>>83690417
Use it to hit something with Pilebunker.
You are now Wire-Reeling something to punt it out of its range while simultanaeously hitting it with a Defend Negating melee attack.
>>
>>83690533
Extending my prior thought: you can also use it to punish something with a Staggering attack, or to hit something that's going to run away...

All of these are 'niche' examples, but the ability to hit something with any attack you want at Rapid Timing is a swiss army knife of a tool that I can't see you regret having, unless your build just isn't up to par.
>>
>>83690024
There's also the check results and what they mean (people often make mistakes on this), the various maneuvers/properties (like what explosive does), and quick rundowns on the differences between Savants, Legions, and horrors.
>I don't know of anyone who's played in the stock setting, especially since most of it was never translated into English.
Played a game in something that was mostly stock setting, it was alright. Really, having a handout/cheat sheet for the setting feels wrong when it's so much more fun to go in blind/knowing very little about things.

>>83690417
>Non-niche use
Being able to use literally any action timing maneuver at rapid timing is absurdly versatile. There's basic things anyone can do, like using bone at rapid timing to get out of an attack's range or chase after something trying to escape them. You can even pick up animal legs immediately afterwards to use them together for greater range/lower cost. It's value is directly related to what you have at your disposal. As >>83690549 noted, if extra arms isn't pulling its weight, it's because the rest of your set up is bad. There are some set ups where it's not ideal, but those are focused entirely on checks or some such. Each individual use case is arguably niche, but is the part itself niche when it facilitates so many "niche" uses?
>>
If you have Extra Arms and Hand of Death can you make a given shooting attack 3 times on a single count in exchange for a big stack of AP as long as two things that can proc rapids occured?
>>
>>83690777
There's really nothing stopping you from declaring both in response to 1 maneuver, hell you can even do it in response to your own, unless there is something silly hidden somewhere that you can't.
>>
>>83690272
As far as I know most of the setting books were never actually archived anywhere, though I recall an anon posting about one of the initial conflicts that set off the Necromancer Wars. I haven't been able to find it anywhere though.
>>
>>83690866
The thing is those aren't official books. the official books are: core rulebook, Dance of Distortion (the only real player supplement psychedelic plus enemies and parts that come with her) and garden of stories (Necromancer supplement with enemy data, alternative scenarios and part s as well as advice in general) plus two official replay/scenario books. Anything else isn't directly part of it.
>>
>>83655386
But wouldn't it interfere mechanically if I should have a hand but my fluff is that it's a drill that has replaced my entire hand? I feel like that would have some adverse effect otherwise without switching it out or making it retractable
>>
>>83659983
Okay so I'm still confused as to what you mean by you get one tier of a part at a time? Like any given part has 3 tiers? Does that differentiate their effect if so? Or are you saying that each type of part has 3 tiers? Which is what I thought but that still doesn't clarify if that means any of the parts can be taken more than once, which you seem to allude to when you said you can take one copy which seems most accurate to all the info I have received so far. So I guess to put it shorter is if I wanted to take the extra arms part twice and fluff it as a ridiculous number or arms attached to me would i be relegated to picking a part of a lower tier? Or do the 2 copies count as the selections for a given tier and anything after must be of a lower one? Sorry I grasp that these are probably big retard questions, thank you nechrabros
>>83655386
>>83655349
>>83655342
>>
>>83659983
Like what does
"In addition to the three categories of Reinforcement Parts, they are divided into three tiers. These tiers differ in the minimum of Reinforcement Points required to select a part from them" like I see the table and how each tier reaches a maximum of 3 parts once you have 9 points, but I don't really get what any of that means. Also what does
"You may not acquire two Reinforcement Parts with the same name.
However, you may acquire Reinforcement Parts of the same type from a lower tier (for
example, instead of a Tier 3 Mutation, you may acquire a Tier 1 or Tier 2 Mutation." Mean like how does this translate to the rules? Because to me this reads as you can't take any part of the same name again but something if a lower tier but those wouldn't be exactly what you want no?
>>
>>83691716
>kay so I'm still confused as to what you mean by you get one tier of a part at a time? Like any given part has 3 tiers?
No, they mean you get a tier 1 ENH when you have ENH 1, a T1 and a T2 if you have ENH 2, if you get ENH 3, you get a T1, T2, and a T3 ENH. If you get a ENH 4, you get a second Tier 1, ENH 5 a second T2 ENH, and so on.
>Which is what I thought but that still doesn't clarify if that means any of the parts can be taken more than once
No, you can only get 1 of each part, the sole exception being the basic parts Entrails and Bone that every doll comes with. You can only have one Kung-fu, one armor skin, one Animal Legs, etc. You cannot get duplicate reinforcement parts.
>So I guess to put it shorter is if I wanted to take the extra arms part twice and fluff it as a ridiculous number or arms attached to me would i be relegated to picking a part of a lower tier?
No, you get a single Extra Arms part. You can say it's a single arm, like the character in >>83686866 has, or you can say it's 8 arms, or that they are some weird abomination who forms new arms as they need them. It's ultimately fluff because the mechanics doesn't care about how many arms or hands you have outside of "is the part that gives you this maneuver damaged?"

>>83691585
>But wouldn't it interfere mechanically if I should have a hand but my fluff is that it's a drill that has replaced my entire hand?
No, it wouldn't. Mechanically, you can have your fist, forearm, and shoulders broken but still work a shotgun or swing a great knife. Any consequence of something like replacing a hand with a drill would be based on GM discretion of something like saying you can't make an action check to do something that requires two hands to do. RAW, there's nothing stopping you from trying to do anything that you logically wouldn't be able to do if you had drills for hands.
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>>83691716
Like any given part has 3 tiers?
Each reinforcement part is IN one of three tiers in their respective reinforcement tree. Shotgun is a Tier 2 Armament reinforcement part because it's located in the second tier of the Armaments tree. If you wanted to acquire a shotgun, you would first have to acquire a part in Tier 1 of the Armaments tree, like Kung Fu or Shovel.
>So I guess to put it shorter is if I wanted to take the extra arms part twice and fluff it as a ridiculous number or arms attached to me would i be relegated to picking a part of a lower tier?
You simply can't take Extra Arms twice. You can just choose to fluff it as having a whole lot of hands to start with. I have a character with six arms and she only has one Extra Arms part. She has forty legs but still only has one Extra Legs part. The option to pick something from a lower tier exists to give you options in case you don't want anything from current tier.

>>83691829
>You may not acquire two Reinforcement Parts with the same name. However, you may acquire Reinforcement Parts of the same type from a lower tier (for example, instead of a Tier 3 Mutation, you may acquire a Tier 1 or Tier 2 Mutation.
It means that you put one Reinforcement point into the Armament tree and you get a Tier 1 part from that tree. You put in a second point and you can get a Tier 1 or Tier 2 part. You put in a third and then you can get a Tier 1, Tier 2, or Tier 3 part. You put in a fourth point and you can only get a Tier 1, because you're starting again from the bottom and have to work up to Tier 3 again.

>Because to me this reads as you can't take any part of the same name again
That's exactly what it means.
>but something if a lower tier but those wouldn't be exactly what you want no?
I'm not exactly sure what you're trying to say here. You have the option to choose a part from a lower tier if you don't think you want anything from your current tier. It still can't be a copy of a part you already have.
>>
>>83670955
Thank you for the map.
>>
Being a mercenary can mean working for some pretty strange types.

Some necromancers and dolls are insane. This is fine.

Some of these insane beings have no idea what normal dolls want, including as compensation for a job.
This is NOT fine and you must be careful to ensure you are getting what you want, or can accept, as compensation.
>>
>>83641555
>>83641585
So do these wasps also inflict madness damage when they sting?
>>
>>83693559
I think in the trial combat they had chain attack Spirit attacks and very nearly TPK'd us due to the size of the swarm. In the actual combat it was something more tame, but not so tame that we could ignore it; IIRC the swarms for the spirit wasps were significantly smaller the second go-around.
>>
>>83690024
>The only thing I can really think of that you would need a cheat sheet for is Timings, since Maneuvers that happen on the same count are ordered by Timings.
>>83690604
>There's also the check results and what they mean (people often make mistakes on this), the various maneuvers/properties (like what explosive does), and quick rundowns on the differences between Savants, Legions, and horrors.
And probably a quick rundown on Fetters, Madness and how to gain/lose it, and Treasures.
>>
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>>83696843
Is this supposed to be a mimic? Because that's pretty neat.
>>
Build idea: Double Gothic, taking Voracity and Delight in Corruption. For the T2 enhancement, take Zombie Bomb on Torso. Put the extra reinforcement point in mutation and take Quad Amputee so you can shunt hits from Arms and Legs to Torso. Pick some Hinders to nudge hits from head/any down to torso. Pick some movement options to get to Hades or Tartarus. Once you're there, take a hit and detonate the bomb, then repair it with Voracity and detonate it again, then use Delight to reuse Voracity and detonate it again.

Would be even better if there was a skill that let you break a reinforcement part on command, but it seems like you can only use basics that way.
>>
>>83697890
Zombie Bomb is damage timing so you can only use it once per round.
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>>83697953
The book says it's auto timing, where are you looking?
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>>83697999
The wiki. The pdf hasn't been updated in a while.
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>>83698045
I see. Using Delight on the bomb instead still gets a second detonation, at least.
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>>83689000
I had made one long ago on paper.
In essence what I had written on it were the Parts I had to remember for each Dolls that were "game changing"
Then the same for the Horrors/Savant.
That + a table with all the lore aspect of dolls, so you had summaries of each memory fragments and premonition in 2~3 words each.
It helps so that when you are in the heat of the action you can just point out one player and share story/memories they could have had.
>>
>>83679018
I posted an idea for "when you wrap around, upgrade a t1 part instead of a new part" because t4 ARM kinda sucks. Some person who talked in 3rd person then proceeded to tell me I'm wrong and that t4 ARM is fine, despite that being the reason the conversation started. At least when I posted my stupid homebrew here, I got like 2 pages of mostly valid feedback that I can digest and implement or not
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hello, drawfag here. hoping for some fun/creative characters to draw, preferably ones from an actual game
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>>83698327
Imagine not trying to argue, and just getting rebuked by some guy rping in the mid of the homebrew chat
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>>83698327
>I posted an idea for "when you wrap around, upgrade a t1 part instead of a new part" because t4 ARM kinda sucks. Some person who talked in 3rd person then proceeded to tell me I'm wrong and that t4 ARM is fine, despite that being the reason the conversation started.
It's doubtful you were told ARM 4 was fine. The issue with ARM at T1 is that you get Kung-fu and that's it if you don't want a mostly useless attack part (unless you're a Melee Doll, in which case you have two solid options for attacks). First Aid Kit isn't even worth mentioning for one shots and can easily end up being useless outside of them. Meanwhile both ENH and MUT have around 5~ parts that almost any doll can make use of so ENH 4 and MUT 4 are never really a problem. The proposed idea doesn't actually answer "What do I get from T1 ARM if I don't want another attack part" since that means you're spending both ARM 1 and ARM 4 on an attack part (and ending up with -1 AP since you're not taking kung-fu).

That's not even touching on the massive can of worms that "upgrading" attack parts can bring. A number of T2/T3 parts are T1's with +1 to something (or -1 to cost).
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>>83689000
Here's a quick and dirty one made just now. It's not pretty and there's some stuff that could be removed/added, but this should answer 90%~ of things a player would need to look up mid session.
>>83695113
>And probably a quick rundown on Fetters, Madness and how to gain/lose it, and Treasures.
Could have probably gone into it a bit deeper into madness but the idea was to answer the biggest things that someone might need to look up in one spot.
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>>83699313
If you wouldn't mind taking a crack at an NPC:
>Name: Elizabeth
>robotic limbs and lower torso; her flesh ends just under her ribs
>kind of lanky looking because her limbs are size: generic and she's naturally a bit short
>limbs are super basic and relatively skeletal, since they're the emergency egress limbs from her aircraft's cockpit and built to be light and take up minimal space
>face is pic related, the lights on her helmet are little forward facing lamps for reading paper maps and stuff
>normally only wears an olive drab shirt; her lower body is usually plugged into a huge neural interface in the cockpit, so her lower body is all metal
>armed with an ultralight laser carbine with a folding stock; formfactor similar to a Henry Survival rifle with a shorter barrel. The receiver glows red when the gun is at combat charge
>probably caked in ash due to fighting against a Necromancer who really likes fire

Alternatively, Punished Elizabeth:
>limbs are mismatched have have obviously been patched or repaired in field
>flight helmet still present, but probably damaged in places
>pants
>carbine has been replaced by a more traditional belt-fed MG, probably a Browning .30cal

Personality notes:
>kind of a gearhead hick
>pretty rough personality, very much a tomboy
>dependable and generally pretty friendly, but gripes and swears a lot as a coping mechanism
>prevalent mood is: Tired
>hasn't had a moment of carefree happiness since the beginning of The War
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>>83701662
here you go fren
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>>83701905
Dang anon, that was quick. She looks good, too! Thanks a bunch.
>>
>>83699313
I’ve seen you draw live and you are a bloody fast and steady machine at it
Keep up the good work
>>
>>83701905
Tin-Legs Lizzie, may she fly again.
>>
>Art, Homebrew, and Storytime.

Good threads.
>>
>>83702413
>>83704656
>>83704365
thank you
>>
>>83686924
>what is the measure of huggability?

How much you feel the urge to hug something or someone, or how much you feel it would be a positive experience to do so.

>What is the measure of forkability

How fit something is to handle or transport with a fork.
>>
>>83699313
If you want to try your hand at a Baroque:
>moth girl mutant
>body plan a bit like pic related; four arms, wings, two legs
>no hair, though she has a very fluffy orange 'mane' around her upper chest and neck
>antennae are long and feather shaped
>four eyes, two in front like normal and two on the sides of her hear about where her temples would be
>She's got a custom made set of glasses that cover all four of them. They probably rest on her antennae/head since she doesn't have ears
>Pretty well off; wears nice but simple dresses, good leather shoes, commonly found with a parasol and her trusty anti-thug baton/sap (cushioned lead weight)

Technically this is another NPC, but I helped come up with her and I know my GM has been struggling to find good art for her ever since she was introduced.
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>>83708444
i really do not want to draw the moth fetish character
>>
>>83710093
Come to think of it, I've never played a Gothic. I'm tempted to go put a build for one together but I already have three other dolls in the queue and I don't know how long it'll be until I get to play any of them.

>>83710720
>fetish character
Wut? She's an NPC from one the games I'm in. I've even storytimed part of it in these threads before.
Wtf did I say to give you the impression this is kink related?
>>
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>>83710946
anyone who posts art from that artist is automatically assumed to be a fetishist until proven otherwise. i'm sure you're not the one, i am much less sure about your gm
>>
>>83711008
Well, I found the art. But I found it on Pinterest trying to find an example of a Victorian-era moth girl to help my GM make a token for her, which happened like a year and half after her intro in-game.

I take it Fiship does a lot of porn or something?
>>
>>83711111
pretty much exclusively yes (i ran out of art to post), but i also have had the "pleasure" of playing with moth fetishists more than once
>>
>>83711679
As someone who has had the displeasure of playing with terminal weeb kitsune fetishist in the past you have my sincerist condolences.

>>83711008

Note: The original concept was to have two wasteland veteran dolls wake up with no immediate explanation in a seemingly functional late Victorian era tech level english city where the inhabitants don't realize that they are undead or that it isn't actually "1887 and the Sun never sets on the British Empire") And for another doll to be a local. (The latter was Port-anon's character)

The players were meant to go into the game semi-blind.

I'm working from memory instead of digging into 3 year old chat records for the following but I believe after Port-anon made Coleo he assumed she would be wrapped up in a stepford smiling self delusion that things were fine as she went about each day in the post-apocalyptic ruins of the library she lived in. I didn't correct that assumption before session 1.

Then I hit him with this come session 1. ( http://archive.4plebs.org/tg/thread/68162646/#68226639 )

Since it was revealed Coleo clearly had an adoptive father and a social support group, it made sense that she would have friends around her age and I and Port-anon talked about that.
The NPCs Denver and Cersie evolved out of those conversations and we're introduced into the game.

Port originally conceived of Cersie as a "human with extra parts, particularly extra eyes and arms" in terms of body plan and as a ginger due to ethnicity. This body plan didn't fit with the artystle and setting details of Humborge maintained by it's at-that-point unseen necromancer (as in the NPC behind Humborge, not the system specific term for GM), so I adapted Cersie into something that would have those parts, fit within the rules of Humborge and could also easily be red in color.
(1/2)
>>
>>83712513
>Continuing

I couldn't make her a centipede because she was older than Coleo. I kept Centipedes older than Coleo off screen early on so that any parts Port-anon decided to pick up could be explained by being part of her growing up, without NPCs of the same species with contradicting body plans in plain sight. So I made Cersie a moth.

It turns out finding art for a late victorian upper middle class mothgirl is hard.

Her not having token art got more ridiculous over time. So I cropped down and used that peice that Port-anon found to make a token. (Her pevious one just been a circle with her Initials typed in it)

(Denver got token art much earlier because Imp's player drew him and and then adapted the drawing into a token.)

(2/2)
>>
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>>83711008
The name of the game is plausible deniability. Take the art at the face value and don't worry yourself with other things author might have done elsewhere. Even artists that are considered staples on Nechronica art like Hetza, Sayman, or Ray-K have done porn, that doesn't diminish their contribution to the genre.
>>
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>>83712838
i believe you missed the point of my post a bit
>less that the artist is a porn artist, more that i don't want to get baited into just drawing fap material
>>83712526
that's a pretty reasonable situation. honestly i don't follow the storytimes because too many get posted and i don't read every thread
>>
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>>83713114
This is 4chan, the risk that someone will fap to any given thing is ever present and largely inevitable.
>>
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>>83713288
sure, that's different than drawing someone's fap material
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not playtested at all! the vanguard is a class about creating opportunity with a more aggressive approach
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>>83713317
I like the color scheme. It goes well with her hair and eyes.
t. not an artist and has no other useful feedback
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>>83713317
You posted this girl a while back
Donno but she’s one of my favourites
Really gives off some cool sci fi vibes
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>>83714524
thank you
>>83714674
i did yes, she was fun for the whole one times i got to play her. have this art my friend did of her
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>>83713114
She looks good anon, thanks a bunch.
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>>83715043
This is reaching the levels of smug that might be dangerous for her own good...
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>>83715675
thank you
>>83715681
ultimately they probably would have been, but the game fizzled
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>>83713114
>i don't follow the storytimes because too many get posted

>too many get posted

I feel like I'm listening to someone from an alternate timeline.
>>
>>83716579
alternatively the same timeline a decade ago
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>>83716579
maybe they mean "too many posts" i.e. they're too long

>>83715847
please describe gunhead girl
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>>83713769
The PDF download is not working for me.
Is anyone else having trouble?
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>>83670466
>You「'll shoot your eye out!.」"

What are these formatting marks supposed to mean?
>>
How do you get into the head of a character who is obsessed with something?
I know one way to do it is to have them twist everything they talk or think about toward the the subject that consumes them. Also some people who are obsessed where things indicating the subject of the obsession externally while others do not.
But I'm not sure what to do too sell something like that as an affliction and curse rather than a hobbyor joke like link related.

https://www.youtube.com/watch?v=deK6gND2dwA

TLDR
how do I make obsessed character tragic?
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>>83716968
hmm, it works for me. not sure what to say
>>83716903
mariko is a conscript like the rest of the special weapons light brigade. her head was crushed in a car accident and a recording of her brain now controls her body. the military installed a gun where the head used to be, promising the original back if they won the war
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>>83717397
just play it straight. unfortunately the tips for something like this really only boil down to execution. allowing it to be funny at times can really improve a character, especially when contrasted with the tragedy as you will invoke guilt in the reader/other person. just gotta do it right
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>>83717340
it's a jojo reference
or medaka box reference
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>>83717340
Meltie's voice usually has a pretty clean, neutral inflection since, y'know, she's a robot, but sometimes her voice glitches out or she says things she might not under normal circumstances. I have a formatting trick I use to represent her voice whigging out and getting filled with static or abruptly changing mood, which correlates loosely with how much Madness she has built up at any time (of how mad she is at Sofia).
The formatting trick doesn't work on 4channel.org so I'm improvising with the brackets to get a similar bug-out effect.

>>83718097
I only know very surface level stuff about Jojo. Medaka Box is A+ chuuni content though.
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>>83718761
is this the jitsu wa watashi wa of action anime?
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>>83718854
No idea. I've never watched/read that.
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>>83718863
similar energy, but that discussion is not appropriate for this thread probably
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>>83718761
>>83718863
I miss reading this along with /a/.
>>
bump.
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>>83721821
Let threads die if there is nothing to discuss. Forcing them to still exist for no purpose is how you degrade quality with useless posts and circlejerks.
>>
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>>83699793
Basically what I was thinking, and there's an absolute fuck ton of ways to do this, but you take "Kung-fu" and replace it with "Master of Kung-fu" that gives +2 AP instead. Do you take an additional part you likely never use? Or make an existing part better?

You could, if you wanted, even make it a part similar to the skills in Armed Set. "Master of Kung-fu: If you have the Kung-fu part, it provides an additional +1 AP"

I haven't worked on the idea too much, it was originally just to answer the question "Can you make T4 and above parts without having to utterly fuck the rules?" And the answer is yes, if you make lower tier parts, with part requirements.

>>83713769
>Special
I /really/ like that special. It might be too good? But I tend to prefer homebrew that's a little strong and if it plays too strong, then nerf it.

>Set 'em up
Like drama of death, but no +damage and no timing. Solid

>High energy
I literally made a nearly identical skill for another class, so neat!

>Decoy smoke
Probably a little good with 0-1 range and cost 0, since it always grants +2 on the next attack regardless. I'd either drop the range or up the cost by 1. Again, something to shake out in testing.

>Tripwire Expert
I would remove the paying an AP cost to keep the movement part and just make it "Breaks 3 parts of their choice". Simplifies it a lot. That being said, 1 AP for 2-3 unavoidable and undefendable (since it's "break a part") damage is really really good, since you can rapid it in response to a movement. Maybe increase the cost to 2 and/or make it an action?

>HVT
It's a really elegant idea, but it's worded a little clunky. Maybe something like "Rapid/1/self The next time you successfully hit with an attack this count, you may make a second attack against the same target at timing rapid, paying all costs as normal. The second attack's roll is automatically a 6." unless you want the 2nd attack to be unreactable.

Anyways, nice work!
>>
>>83722971
>Basically what I was thinking
Except we're not thinking the same thing. That post was about why it's not a good idea. Paying 10 favor to replace a part with the same part +1 (like your proposed kung-fu idea) isn't terribly interesting, and you generally won't even see ARM 4 unless they're either a double Requiem or decide you really need a second T3 ARM (so they have 30 favor to burn in pursuit of that). Unarmed-centric dolls will generally find no reason to bother with the Armaments at all and on most PCs their 1 Armament point just means they get kung-fu because there's nothing else worthwhile they can get. An option to, essentially, buy kung-fu twice doesn't actually fix the problem that kung-fu is the only thing worth getting in that tier (outside of specific builds). Rather than the boring option of "Kung-fu 2" or the absolute nightmare balancing that upgrading attack parts would be, the better option would be to just make some more things that aren't attacks and put them into T1 ARM.

>"Can you make T4 and above parts without having to utterly fuck the rules?" And the answer is yes, if you make lower tier parts, with part requirements.
You haven't really presented anything as a proof of concept that demonstrates this because Kung-fu that gives +2 AP is Extra Head, not a "T4" part. The only reason that this isn't worse than just paying 20 favor to pick up Extreme mutation (assuming you aren't a baroque) is because it serves as a stepping stone to better parts in Armament. If you wanna bring T4 parts, it should probably be something actually better than an existing T3 part.
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>>83722971
>Special
This was my concern, but I'll also try it before buying.
>Set 'em Up
Pretty much, more consistent but less powerful.
>High Energy
And I, in turn, drew from the Toybox. Great minds think alike?
>Decoy smoke
+2 to an attack once per round is not very strong, since if the next attack rolls anything from 2-8 it's not gonna really have much impact. It does essentially prevent crit fails and on a good roll, if stacked with supports, could be strong... but it's pretty swingy. This one still actually feels weak to me.
>TWE
Simplifies, yes, but also loses a lot of the fun in play. I probably won't do anything to this one as it's also a little dubious as it only triggers once, and you're taking it over things like Gun God, for example. Plus it has no synergy due to not actually being an attack.
>HVT
Yeah not sure that's the wording I want because that would be really powerful. Narrowing it to Savants is both fitting with other classes and serves to control its power level, and also fits with the class's theme a little better. I will make the second attack reactable though:
>When making an Attack Check against a Savant, you may declare this skill. If the attack lands, you may make an Attack Maneuver against it with another part, at Rapid timing. Pay the AP cost as normal. The result of the attack check is 6, but it can be Supported and Hindered.
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>>83724227
>That first part
Most +AP parts aren't super interesting, in fact, just about all of them give static +AP and nothing else. They are, almost entirely, very boring. I don't really get why you're bringing up that not a lot of people won't reach ARM 4, since, again, that was kind of what started this. If you do get to ARM 4, your options suck, so here's another option that sucks less. Same thing with the unarmed builds, yeah, most of them are going to take kung-fu, but we're talking ARM 4. Yeah, adding more parts would help to fix T1 ARM, and this was meant to be a piece f that, not The Singular Solution to All Your T1 ARM Woes (tm)

>2nd part
ARM doesn't get a lot of +AP, so giving it Extra Head seems fairly strong, since it's circumventing one of the inherent weaknesses of ARM as a reinforcement type. If you want lots of AP, you have to take MUT or ENH.
Anyways, it was designed as an off the cuff response both here and there and I've spent way more time defending the stupid idea than I spent creating it, so I'm gonna stop.
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>>83725809
i think he means
>instead of going through mut for extra head, you go all the way through arm and get it
which is worse bc u dont get the parts you would get from mutation and have less ap than if you did, plus you could just go get that extra ction point from mut or enh and also get another part and progress towards good non attack parts yanno
>>
>>83668919
>>83669053
>>83669348
>>83669775
>>83669809
>>83669852
>>83670466
>>83670507
>>83670780

Is this a story based on a game you played?

Why do people in game stores, at cons, and at comic book shops tell eachother stories about the games play?

I just started venturing into the tabletop roleplaying space in 2018 after my 45th birthday.

Other people clearly enjoy reading, listening to, and telling stories like this, and I want to understand why they do.
>>
How do you make a villain who is afflicted by raging irrational hatreds that were inserted into their mind that they know are irrational and driving them to do horrible things with terrible consequences, but can't purge from themselves or resist most of even a small part of the time.

They became a Monster who makes the world the worst place, because someone else inserted the personality qualities that make them behave and feel monsterously into their mind and soul without consent.

They are a victim, but one that can't be fixed, and at this point has stopped feeling bad about the things they do, other than each cruel and depraved act making them feel a light hot fury that someone else turned them into this against their will.
>>
>>83728311
my guess would be addiction/dependency. add some self-hatred and you get the typical angsty suicidal teenager who feels like a victim about their abusive father being an alcoholic but can't muster the strength to live past them and make themselves a better person. it depends on who put the irrational hatred into them, and how, but if you make that irrational hatred something they need to believe is justified to keep themselves from going insane, you can make them have any opinion you want them to have.
>>
>>83728403
i should also mention that it's worth making them a pathetic, weak person on the inside, even if they are more than strong and cruel enough to murder everyone in a populated city without remorse. it helps explain why they can't break free, while also adding to the pity points you are likely going for with the whole victim complex thing.
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>>83727609
Same reason car guys share race stories or maintenance misadventures: humans like to share and be shared with
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>>83727609
>Is this a story based on a game you played?
Yes, this campaign is currently on-going and we have regular games every Tuesday. Most of the dialogue is ripped directly from our game notes.

>Why do people in game stores, at cons, and at comic book shops tell eachother stories about the games play?
Same reason you share personal anecdotes in any hobby; it's fun to share and learn what other people in the hobby are or have been doing. Also, the first time I did it I got a new GM, who I'm still playing alongside after three years, so that's nice (that game is still ongoing, even)
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>>83728311
Depends on the players, see what clicks with your party to make them react. Many dolls won't give a shit about this guy's backstory, he's an enemy that can't be reasoned with so the dolls will just fight or flee. If they aren't the sort to feel pity don't try to force it, but you can try to make the enemy draw some pararels to situation they do sympathise with.
>>
>>83728311
as a player that can be a bit of a "GM's worst nightmare" at times i think i should weigh in on this
>making this compelling
give me something to do with them. if i just show up, they exposit, and i kill them, im going to just continue to watch sailor moon instead of listening to their bio. if i uncover their story from other NPCs and side missions and they're built up to, i will find it much more interesting because they're more baked into the world
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>>83729435
>watching anime while in the middle of a game
I can see why you're the worst nightmare
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>>83728829
>>83729420
You have revealed to me the role of stories as a networking and recruitment tool.
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>>83729658
I don't actually do that, but my interest will definitely slip if you pull things out of your ass. i have a low tolerance for exposition
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>>83727609
Are you for real right now?
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>>83713769
I'm not in a position to offer any feedback that hasn't already been covered but:
>Special skill fluff isn't just a straight rip from 'Push It To the Limit'
Unplayable/10
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>>83730375
Maybe videogames are more your speed.
>>
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>>83734231
cry about it, i play every week and we have fun. just sans lore dumps
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>>83734310
Every group does things differently.

Glad to hear yours is playing regularly and having fun.
>>
bump
>>
Ahoy Nechonians,
total normalfag here
.....is there a way to run Nechronica so that it isn't a fetish device? As in, it's about what it's about, but the focus is on rambling in a dead world? I am really intrigued by the system and the idea of playing a bunch of modular undead sci-fi horror girls sounds too good to pass up.
however, i have to get it past gamers who aren't /d/ specials.

also,
would a game that is thematically
Made in Abyss / Blame / Girls Last Tour / The Ring
fit this rules set?

thanks.
>>
>>83737985
>is there a way to run Nechronica so that it isn't a fetish device?
>would a game that is thematically Made in Abyss
the main theme of Made in Abyss is Reg's dick, anon, that's a bad example

as to your question, don't play up the loli part and maybe don't show them the official art, and you should be fine
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>>83728311
>How do you make a villain who is afflicted by raging irrational hatreds that were inserted into their mind that they know are irrational and driving them to do horrible things with terrible consequences, but can't purge from themselves or resist most of even a small part of the time.
that's me and burgers
make it so she once ate the ambrosiaburger that made her immortal so she is forever riding her burgerkart, searching in vain to replicate that taste
also she has ADHD and can only relieve her anguish with bdsm
her name is onwan
>>
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>>83738168
Reg is surrounded by shameless temptresses...
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>>83737985
>is there a way to run Nechronica so that it isn't a fetish device?

Sure.
I do that.
I was very careful about what players I accepted into the group. That's a general rule with any game, as I've learned over the years any TTRPG can be turned into a fetish device, and so conversely many systems that attract problematic people can be played without those problematic people if you are able to assemble a group that doesn't have them.

>Made in Abyss / Blame / Girls Last Tour / The Ring

Sure. That all depends on what elements you pull from each and what you try to assemble them into.
>>
>>83737985
>As in, it's about what it's about
>it's about what it's about

What do you mean by this?
The story of a campaign or oneshot can be about just about anything.
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>>83737985
Well, first >>83738168 is right about Made in Abyss. But basically the answer is 'do not ERP' and you'll be fine. If you're super worried about it then you can raise the age brackets or something, but all you have to do to keep things from getting weird at the table is to just not be weird about it in the first place. None of my games have any real yuri content or romance in them because no one in the group is interested in playing it.

If you want help with the pitch, I think the catchiest and most descriptive one I've come up with is:
>Silent Hill but with kids instead of government spooks
It's not perfect, but I think it gets the point across by communicating the bio-horror and other esoteric BS.

I think another anon once described Nechronica as
>trying to carve out a place to live on the precipice of madness
Nechronica doesn't really make any bones about your character being questionably stable, which is in contrast to most other systems with sanity mechanisms that tend to be more about keeping yourself from getting to that point at all. It makes for a distinct mood.
>>
>>83740457
I like the whammy line on the TV Tropes page:
>Nechronica is a game about clutching at fragile flowers of hope in a dead world and trying not to crush the petals in your twitching, undead fingers.



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