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The long long Sequel.

A search for hope in a land of only the dead.
Get the game here: https://nechronica.miraheze.org/wiki/Main_Page

Previous Thread:
>>92167741

Thread question: How grim do you go with your storytelling?
>>
>>92191489

https://www.youtube.com/watch?v=zMEPYeJBaIs
fer exploring a dark cave or factory or something.
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Might want to give it a break for a while, looks like there just isn't enough talk to sustain a general.
>>
Well it's worth a try.

so here's another character sheet I made a bit ago.

Name: Scavenger Soldier
Age: 16
Premonition: Trapped
Position/Class/Subclass: Automation / Requiem / Gothic
Starting Zone: Elysium
Total Body Integrity: 17/17
AP: 11/11

ARM: 2 / MUT: 1 / ENH: 2

HEAD: 5/5
B-Brain
B-Eyeballs
B-Jaw
E-Adrenaline
E-Scope

ARMS: 5/5
B-Fists
B-Forearm
B-Shoulders
A-Sniper Rifle
A-Shotgun

TORSO: 4/4
B-Spine
B-Entrails
B-Entrails
M-Heart

LEGS: 3/3
B-Bone
B-Bone
B-Foot

SKILLS:
P1: Cover
C1: Gun God
C2: Trusted Companion
S1: Delight in Corruption

Fragments of Memory: 2
1 Operating Table
2 Genderswap


The idea was a veteran military soldier who fight in the war that lead to the end of the world, and found himself in the body of a doll. Due to his (well, her?) military training, has found a way to survive by many means, even cannibalism.
>>
>>92245425
Do you want a mechanical or a thematic breakdown? Because the latter has the issue that you basically have what are at least on paper the same memories and doesn't immediately spring out to say "they're a veteran soldier."
>>
>>92246833
sounded better in my head, really...
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>>92246971
That's understandable, though a thing to consider is that a character has very strong amnesia and generally personality and classes aren't linked, though positions are. An easy way to see it is that age, position, premonition, and the two fragments are the building blocks you have for their personality. You can have a requiem who starts out being reluctant to use her guns (and maybe even a fragment of getting killed by one). How it all ties up into a package is up to you, but if you want something like "My doll is a former soldier" then pick a fragment that reflects that.
>>
>>92246833
>>92248326

NTA but I disagree entirely: the memory fragments don't have to be directly related to the concept of former soldier (or whatever your concept may be). Like I get what he's going for pretty easily.

Memory fragments can represent any part of your characters life. If you say "my character is a former construction worker" you don't have to have starting fragments about being a construction worker. You can just as easily have them be about mom and pa or whatever else in your life.

Memefrogs are more emotional prompts then anything. You don't take them to justify specific backstories, though they can do that too.
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I've decided this would be good music for either a combat with Broken-hearted, particularly the song Beautiful Struggle
https://www.youtube.com/watch?v=cHJFhHZ22Qo

>>92237104
>Blame!, manga, in the style of Tsutomu Nihei, black and white, halftone, high contrast, stylized, rough edges, low light, rough, impressionism, pen and ink, minimalistic ink drawing style, ominous, dark, abstract full body portrait of
>>
>>92250798
*or when a character is on the verge of breaking themselves.
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>>92238370
This video sums up the last chapter I played pretty well.

Turns out she felt incomplete, because she is.

The necromancer had taken part of her mind away until she had grown and healed enough to take it back without becoming suicidal again.

https://youtu.be/aMSvzIfPmKU?si=RpujYDE0UC_i7Km4
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>>92250490
>Memory fragments can represent any part of your characters life
That is correct.
>If you say "my character is a former construction worker" you don't have to have starting fragments about being a construction worker.
Dolls are supposed to recall nothing of their former life save for these few scant fragments. Every scrap they have is precious, so following this through, if they don't have it as a fragment, it's not a thing they recall about their past.
>You can just as easily have them be about mom and pa or whatever else in your life.
This is correct, in so far that players who don't care to set details about their past life like that are free to have whatever other random memory, and many do.
>Memefrogs are more emotional prompts then anything. You don't take them to justify specific backstories, though they can do that too.
They do both. The primary motivation of dolls given in the book is to recover their memory of those past events, so yes, if you want to remember being say a soldier in a past life, you take that as a fragment. Otherwise that is not a memory your doll possesses so they don't know if they were or not.

A GM for a particular game can run it otherwise, as you presumably do, but that's not how the book does it, so telling people it'll be fine to do in any random game is incorrect.
>>
>>92252104
>Dolls are supposed to recall nothing of their former life save for these few scant fragments.

I've always been under the impression that dolls awaken with a VAGUE sense of their former lives, with the memory fragments representing particularly vivid and clear memories with special significance. Rereading the book, it seems to allude to the Necromancer sealing "key" memories for later discovery, and that the rest of their memories are "scattered" (and may include a hodgepodge of things like combat knowledge or various other things without explanation). It's somewhat vague.

I do think you have a point though: explicitly remembering that you were a soldier probably calls for a soldier related memefrog in most cases (Angel of Slaughter would fit). Still I think it's a bit more flexible: gm and player can talk and decide between overall details necessary to a general concept if they need to remember a few things besides just the memefrogs, or expand the existing memefrogs to encompass some details of their concept (ie operating table -> military surgery, or something like that).
>>
>>92238370
>New Thread task
>Post some art that could be an enemy and the next Anon will post a stat block for it. This can be legion, horror, or savant, what ever you think suits the piece best.
>>
>>92252865
>I'll start.
Chatter Box
Max AP: 9
Madding prattle: Action/2/0-1 Spirit Attack 1 chain 1
Nibble: Action/2/0 Unarmed attack 2
Extra Eyes: Check/2/0-1 Support 2
Bone: Action/3/Self Move 1
Dribble: Check/0/0 Hinder 1
Brain: Auto/0/Self Max Action points +2
Eyeballs: Auto/0/Self Max Action points +1
Crooked teeth and tangled hair: Auto/0/Self N/A
Crooked teeth and tangled hair: Auto/0/Self N/A
Undead made from multiple heads. The tangled mess of personalities leads to constant talk to maintain individuality.
>>
>>92252865
Smiling Dancer

A cheerful creature experiencing perpetual delight. It yearns for nothing save to spread happiness by eating the heads of the distressed.

Horror
14 AP

Parts:
Hair (fur)
Blissfull Smile (+1 AP) x6 (or random amount)
Huge jaws (see below)
Ripped legs (Action AP 4 move 1 range 0)
Big foot (foot but hinder 2)
guts
guts
Fancy ribbon (Check AP 2 assist 1 self)

Huge jaws:
Action, Cost 4 AP, Range 0
Unarmed attack 3, dismember.
If this manouver hits a doll or savant, it always hits the head. Whenever this part causes dismemberment add an a additional Blissful Smile part to the horror, bearing the features of the target.

Skills:

Song of Mirth
Action, 4 AP, Range 3
The smiling faces enter into a joyous song, assuring the target that all will be well for we are all friends here.
The target may reduce a point of madness from one of her fetters and must make a conversation check. If the result is equal or lower than the number of Smiling Faces on the horror, the target immediately suffers the effects of Inordinate Empathy towards the horror.

Tactics:
The smiling dancer will prefer to hang around disposable savants or dolls that have overextended themselves, gobbling up heads of friend and foe alike to boost itself. It prefers tatrgets that are sad, distressed or otherwise display negative emotion.

If the dolls start damaging it it will switch to singing, potentially causing massive damage if not taken down efficiently.

Since the dancer also attacks it's own side the sisters might opt to not kill it immediately, but doing so will risk turning it into a major threat.
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>>92253069
Enemies can only have Skills as Parts, otherwise ok.
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>>92175625

BTW, just checking, but are the folks who were still following my storytime still here? I'll continue if you guys like when I get a chance. Just checking since it takes a lot out of me to write these up lol.
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I've been thinking about how having the dolls all have somewhat of a shared history might be easier to do memories and pretty fun. As a part of that, could you pull something like Reznov from BO1? Essentially a fake dmpc who shows up to say they're going to help the PCs off screen, but isn't actually real? Maybe they show up in fights but don't actually do damage. Have small continuity errors like they were fucked up last session but now they're totally fine. Sometimes the dmpc will say they're going to get something done, but it doesn't happen and the PCs have to work around it. Stuff like that. You could take the reveal in a few different ways. It's just a shared trauma hallucination of someone they knew, the necromancer planted this character into the PCs minds, maybe it's a barely alive ai somewhere projecting itself. Lots of options.

>>92252865
Fun enough. Since we've got two responses, have a new art. Metal Slug bosses make excellent enemies.
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>>92253400
Are you ok?
If it would be better to focus on your health; mental, emotional, or physical, and pick up story timing in a thread next month, then do that.
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>>92252865
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>>92253622
>Have small continuity errors like they were fucked up last session but now they're totally fine.
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>>92253400
please do but take care of yourself
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>>92253622
>Essentially a fake dmpc who shows up to say they're going to help the PCs off screen, but isn't actually real?
You could, depending on what's established for the game you're running people could believe such a thing.
>Maybe they show up in fights but don't actually do damage.
Players who are paying attention to things like how much damage enemies take will get annoyed/think you're sloppy if they notice how inconsistent damage taken on what should be identical enemies is and legions have an obvious number of members so it would immediately be apparent if they're not losing members when they should. This runs a very big risk of making the players think you're just bullshitting fights and making them disinterested. To make this work, you have to avoid making players think you're incompetent so that they'd actually care when something is off and want to investigate rather than shrug and say "the GM is clueless." A ruse quickly figured out because the players care is better than one easily executed because no one bothers to notice. That said, the "easiest" way to have fictional NPCs in combat is to give them Chameleon (that they declare) and make all of their relevant maneuvers supports or things that just affect the PCs and not enemies. Out of combat inconsistencies are more forgiving to pull off but they might not notice since sessions will occur weekly at the best of times so there's enough time for people to forget those details.
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>>92252865
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Had a really cool idea for a Nechronica Mecha game setting based on this animation:
https://twitter.com/GaussCannonNSFW/status/1770047569516736849

>Dolls lucidly stir in their goo vats in a massive drop pod hurtling downward
>Actually wake up after the pod has hit ground, surrounded by smouldering wreckage and the bodies of thousands of other girls just like them (madness check)
>Thrust immediately into the outskirts of a big mech battle with smaller machines scuttling to recycle the resources from the wreckage and their sisters... including the ones that are still moving
>Grunt mech soldiers in an endless, chaotic, reasonless war led by Savants
>The moon of the planet is actually a massive, beautiful, celestial looking colony ship that was sent out in the wake of a cataclysm to terraform an uninhabited planet like a Dyson probe but had its databases critically damaged en-route and had to cobble together what was left from mining, construction and warfare libraries... notably missing almost all of its ethics data
>The only difference between a Doll and a Savant is a matter of time. A doll that lives long enough lives solely for the hunt. To kill, to rend, to destroy. Dolls are terrified and innocent, Savants are bloodthirsty and cold. Some of them even enjoy being killed because its just their role in the dance.

Calling it Mechronica; Love and War - The Lunar Waltz

no idea if I'll ever run it but I figured I'd share.
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>>92260988
Sorry, Von Neumann Probe*
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>>92260988
dead link
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>>92253400
Yes please.
>>92253400
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>>92260988
When she pulls the armored bonnet down, it looks like the hoses coming out of her back will be connected to hookups in front of her.
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>>92261026
works on my machine. its nsfw, I think ECHS only shows that if you're logged in.
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>>92253203
It's functionally dependent of the Smiling Faces. With zero faces the skill doesn't do anything.

I understand your concern if it was an attack completely independent of physical parts.
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>>92261204
What is ECHS?
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>>92255732
>>92254178
>>92253400
Ignore the limits. In the event of your existence being discontinued your story will live on within us
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>>92254178
>>92255732
>>92261073
>>92262395

Alright, glad to hear you guys are still around! I'll probably write up more on sunday!

>>92255732
>>92254178
>>92262395

Ah ha don't worry, I'm fine! It's just that writing these up usually takes me 30-45 minutes, and I'm also very busy with gamedev so I tend to be creatively drained by the time I get to free time. But it's no worry! The bigger issue is just the 1 week thread limit lol.
>>
>>92260988
BRUTAL
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>>92238370
>The Anon who story timed two threads ago. The wonderland style game.
>Sorry for the delay, I only get to run every two weeks, and these threads have a short life.
Last off our heroes (Charlie, Gabriel, and Katame) defeated the Undertaker and fell down a dark pit. The Dolls land in a room filled with giant pillows. Katame immediately stabbing one, and relieved to see that it doesn't scream like the flowers.
Connie the mysterious bunny is bouncing around nearby. Ignoring her, the Dolls see that there are two doors on opposite ends of the room. One is a tall and ornate set of double doors, emblazoned with an ace of diamonds design (this doesn't open no matter what they do), the other is single door made out of books and with a handle shaped like a pencil. Gabriel touches the door and the Dolls are all teleported to a library. Charlie comments that this isn't how doors work. The sisters waste no time, looking around the room, finding a painting of a face with a key hole in place of a mouth. Katame finds a poem on a messy desk, as well as numerous disturbing drawings of eyes, teeth, and hands, after sweeping it all away, she uncovers the word "Mine" carved all over the desk, the letters start to bleed. Charlie finds a book that gives a brief explanation on humanity's downfall, as well as how ESPERS are proficient in controlling the undead.
The sisters then see a shelf missing several books, which lie on the floor before it, using the poem Katame found and quickly they solve it (my players were smarter than I gave them credit for), sliding the books into the correct order and causing another to fall out, inside is 1000 yen bill. Katame says she feels an innate need not to give it to the government. This is the only point that they got stuck, saying that their Dolls don't understand what money is. So I have Connie appear and say that it's something to do with idiom. They put the money where the mouth is and with a loud 'KA-CHING' the key hole becomes a door.
>>
>>92264865
>Cont.
The Dolls then appear in a dark room. All that they can see are a human skull, a statue of a crying man, a head missing it's back, a pair of scissors and a pile of dirt. There's only four teeth in the skull, a wisdom, canine, incisor and premolar. Once again my players solve the puzzle in a handful of minutes, putting the teeth in the relevant spots(maybe I should have made the puzzles harder). The lights turn off one by one, leaving the Dolls in darkness. Then a spot light illuminates a new door made out of white roses and with a dove shaped handle. Touching it, the Dolls teleport to the next room.
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>>92266437
How are the objects arranged when first encountered?
>>
>>92260988
E.Y.E. Divine Cybermancy Has some optional encounters that feel very Nechronica.

Like getting murdered by your own hallucinations.
>>
>>92264865
>land in a room filled with giant pillows. Katame immediately stabbing one, and relieved to see that it doesn't scream like the flowers.

>Katame immediately stabbing one, and relieved to see that it doesn't scream like the flowers.

This is the most Nechronica sentence I've heard in a while.
>>
>>
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>>92268272
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>>92253400
>Storytime
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>>92268285
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>>92268376
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>>92268392
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>>92268404
>>
Can you please not spam your unfunny garbage filenames?
You have a thread >>92229751
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>>92263513
Neat.

>>92268503
It's all specifically Nechronica filename images.

Also keeps the thread going while the storytimer storytimes.

Also just because you don't think it's funny doesn't mean other people don't.
>>
>>92268503
Well, at least they're a bit entertaining.
>>
>>92264865
This reminds me of those old infamous puzzle games from the 1990's.

Not the kind of blast from the past I was expecting.
>>
>>92255145
>>92267924

God damn requiems and they're Fuller Auto.
>>
>>92267199
>How are the objects arranged when first encountered?
We were playing online, so I just made the puzzle pieces tokens that the players could drag to where they thought was the correct spot.
>>92269366
I took a lot of inspiration from RPGMaker horror games like the Witche's House and IB for the puzzles in this session.
>>92266437
>Cont.
The Dolls are now in a wedding aisle, all set up for a ceremony. Charlie says she's getting tired of being teleported around. Ready for their next puzzle, the gang look around, finding a broken statue (it's been Nike'd) opposite it, on a pedestal bearing a white queen chess symbol, is a scroll with poem;
I am your queen, as you are mine.
I lose myself in the forest and sea of your eyes.
Our thoughts were always of the sky, and our hands joined for all of time.
>Gabriel's player: "Awwww...Lesbians".
>Katame's player:"Gabe. Don't you dare go thinking about those goddamn lesbians".
Referring to the poem, the Sisters solve the puzzle, going the clock hands to get arms, plucking the appropriate color flowers for eyes, and creating a human tower to reach up to the mural of a sunset and pull out a head.
After they build the statue they show it to a mirror on the altar, they mirror giggles and turns a rose red, a white queen chess piece falls out of it. Placing the queen next to the red statue, it grows into a statue of a woman. The two brides turn to face one another, join hands, and kiss.
>Gabriel: "I like girls now".
>Katame: "NOOOOOOOOO"
The statues warp and turn into a heart shaped arch, walking through it takes the Sister's to the final room.
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>>92269608
>Cont.
The Dolls are in a room made out of viscera, blood and pale slime, oozes and drips all around. At the end of the gory chamber is a fleshy diamond that glows red. approaching it, and cutting it open, the Dolls reveal a naked girl, hairless and skin so pale they could see her veins. My players would not stop calling me a pedophile, they began poking the girl, telling her to put some clothes on. Seeing that this just gave her angry dreams, they give up and pull the diamond from her stiff fingers. The girl wakes up, revealing red, compound eyes, she screams, 'MINE!' clawing at the diamond. Monsters, hideous fusions of human and insect begin to burrow out of the walls, the Sisters decide to make a hasty retreat. However, to their horror, they see their exit closed up by red fronds. The pale girl(now referred to as the Insect Queen), then sprouts insectoid legs, and begins scuttling towards the Dolls.
The objective of this combat was to destroy the flesh wall and escape from Eden, before they get overwhelmed by the endlessly re-spawning enemies. The Sisters form a good strategy with Charlie using Protect and her various defends to keep Katame safe whilst she puts her katana to good use. It ends quite quickly with Katame using every Damage boosting skill along with Calamity to hack apart most of the wall in one swing. Charlie's follow skill is what saves her as the barrage of damage 2 attacks nibbled off her legs despite all her defends. The Dolls exit in the early third turn. Just before she leaves, Katame turns to the Insect Queen, casually tossing the diamond in the air, and saying, 'Mine', with a mocking smile before retreating, angry chittering following.
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>>92269737
>Cont. I hate the character limit.
The Dolls run towards a blinding light that envelops them. Suddenly they are back in the pillow room. Connie is sat, flicking a card between her fingers. The Dolls pay her no attention as they touch the diamond to the marked door. Locks turn, the doors swing open, a mighty wind seizes the Dolls and pulls them tumbling into darkness.
'At least we're not being teleported', says Charlie.
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>>92269608
Is this part of tbe campaign with the marathon of challenges and puzzles based on the Deep Space 9 episode "Move Along Home"?
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>>92268315
A glimpse of memory from what feels like several lifetimes ago.
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Jim.
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>>92273409
I am glad that it happened.
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I've been thinking about an encounter with enemies who do madness and a boss who sucks the madness points off the dolls to boost the power their wave motion gun attack.

So you have to balance the very real risk of dying to madness or damage against the possibility of the encounter removing all your madness if you play it right.

I haven't GM'd a game of Nechronica in over a year so I'm extremely rusty and have lost the intuitive balancing intuition I had developed.

Can anyone else who has played or GM'd this game.give.me.some advice on how to build an encounter like this?
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>>92268416
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I love Nechronica.

....never played it

yet, still.
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>>92276345
>this is determination.jpg

Skill as well.

My first thought after seeing this was "you should see the other guys."
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>>92276345
My recommendation is to GM a game, with your assembled group understanding that one of them will be running the next game.

It worked for me.
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>>92264865
How long ago were those previous threads?
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>>92269608
>We were playing online, so I just made the puzzle pieces tokens that the players could drag to where they thought was the correct spot.

Foundry VTT, tabletop simulator, MapTools, Roll20, drawing on a very large piece of paper with a webcam going to a discord stream pointed at it?
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>>92273294
>Is this part of tbe campaign with the marathon of challenges and puzzles
Pretty much. I wanted this sessions adventure phase to be focused on the players using their logic and reasoning. The next session I have planned will involve them searching for a hidden target, uncovering their true identity and then battling them.
>>92278394
Do you really expect me to keep a log of every post I make on 4chan? They're no longer on the board archive so it must have been several weeks ago.
>>92278406
We used a cup and string and carrier pigeons. Roll20.
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>>92253622
War Junk
Max AP: 10
Thud Gun: Action/3/0-1 Blast Attack 3 Explosive
Armour Plate: Damage/0/Self Defend 2 Negate Explosive
Exhaust Cloud: Check/1/0-1 Hinder 2
Rumble: Action/2/Self Move 1
Engine: Auto/0/Self Max Action points +2
Fuel: Auto/0/Self Max Action points +1
Fuel: Auto/0/Self Max Action points +1
Scrap Metal: Auto/0/Self N/A
Scrap Metal: Auto/0/Self N/A
A pile of barely sentient scrap from a long forgotten war. Although it can't remember what it was fighting for, it fights because it can do nothing else.
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>>92238370
A question concerning area attacks. Where it says that on one dice roll is needed to hit all targets in the area, can multiple targets hinder that single attack roll and thus cause it to miss everyone or does it only apply to hitting the hinder users?
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>>92281970
In general, hinders can be used by *anyone* on any check who's in range to use it.

So if a baddy shoots at your friend several areas away, and your in the same area as the bad guy, you can use foot to hinder his check and make him miss your friend.
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>>92279378
>We used a cup and string and carrier pigeons. Roll20
Very sorry to hear that, anon. Praying for your recovery.
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>>92281970
There's no specific limit to how many hinders an attack may have used on it if it's otherwise valid, and there's just the one roll for area attacks. There are maneuvers that affect attack checks just targeting the user, such as waltz. In the case of those it only applies to the one with waltz in effect. So an area attack that rolled a 6 would miss the waltz user and hit anyone else in the zone.
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>>92279378
>We used a cup and string and carrier pigeons.

Is this Mumble?
>>
Mario.
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>>92238370
could a nech game work with an all shota party?
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>>92288418
No, absolutely not.
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>>92288418
Yes.

I have a group who I could totally run a game where all the PCs were boys and it would work.

What breaks games is scheduling, or bad group dynamics.
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>>92288418
Boy bonus works with all other dolls, even other Boy-dolls, which makes "all shota" the powergaming choice.
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>>92276345
Keep it this way and you’ll never stop loving it.
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>>92289870
Nechronica wouldn't be tied as my favorite TTRPG of all time if I had never played it.

ANYWAY TIME TO CONTINUE STORYTIME
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>>92290613
Sorry for delay!

So when we last left off here (>>92175619), the player party had engaged in an epic pvp battle against the maddened, Meridian-ized Hilda while Gloria, Cassandra, and Wind and Wave squared off against the other three Meridians of the Tree of Ages on the now obliterated war-zone that the Grave of Maidens had become.

Like many of Rak’s later battles, it was a cool, gimmicky fight with Hilda wielding a number of unique abilities. Most notably her giant fish monster form diving beneath the sand/water, sucking players in, and surfacing in a big attack.

The fight ended with Hilda’s real body freed from the massive, fish like abomination that it had been attached to, but Hilda still in the throws of violent cannibalistic madness. Diana (her closest friend) got a hold of her, while Alicia and others urged everyone to instead finish her off (always the edgelord option). Instead we opted for a difficult check to get through to her, and after several tense failures, Diana was able to bring her back from the grasp of supernaturally induced madness by the power of their bond.

However when they emerged from this tense and emotional battles, things hadn’t exactly gone well for everyone else. The Meridian’s had been forced to retreat, but at great cost: Cassandra lay fatally wounded, her protege entirely dead, and the Wind and the Wave had self-destructed in a vain attempt to kill the Meridians. With no one guarding the Black Atlantic, the Meridian’s were free to enter the lost city of Lissandra and seek the power of the Necromancer there.

This could mean the end of the world, or perhaps the universe.
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>>92289870
As someone who played Nechronica almost exclusively for five years before getting shunted into two d20 games: I want to go back.

I'd run something my goddamn self but the irony is that having two game nights already leaves me no time for it.
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>>92290628
Gloria however, had escaped…but not out of cowardice. She had left Cassandra to die in order to eliminate one of her competitors within the Combine. She even shot one of the most steadfast allied savants in the back as she did.

While the rest of the Grave of Maidens attempted to restore order, the DZD talked to the dying Cassandra. She revealed that there was only one hope of reaching Lost Lissandra for the DZD now: The curse of the The Tree of Ages would cause anyone who entered its depths to mutate uncontrollably and lose control of their bodies, but the Meridians were immune…Cassandra herself - like Hilda - had been once chosen as a Meridian of the Tree of Ages, and there was one way for the other heroines (besides Hilda) to absorb that power from her:

They had to eat her flesh to absorb it from her, and before she expired from her mortal wounds too..

To say this was a brutal and emotional moment is an understatement. But with much argument and regret, the dolls relented and gnawed on the dying adults' flesh that she offered up, in order to save the world. Diana in particular wept and said “I love you, Cassandra” (this dork was quick to form emotional attachments, that was the kind of girl she was).

When that gruesome wake had ended, the dolls now had a mission: make it to Lost Lissandra, where everything started. Hilda was able to briefly cobble back together her fish form, and the other dolls rode in its mouth as a living submarine to the bottom of the ocean made of jet black oil…
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>>92290647
…and I think I’ll leave it there with Rak’s description of what they found at the bottom of the sea.

Pic related, and the accompanying song he used! https://www.youtube.com/watch?v=iyfyHMnWx8E

Helluva moment.

There's another plotline that I didn't get to squeeze in. The anons who've been reading along and encouraging me might remember I mentioned an npc bird girl "Rook" back at the Dropzone. Well we ran into one of her two sisters "Dove", who dropped some cryptic hints on the Necromancer. Rook, Dove, and Owl kept appearing throughout the story, and ended up being very important...so I might have to rewind at some point to better cover them...
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>>92288418
Yes, but not with any of the people who would actually WANT that.
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>>92288762
>Boy bonus works with all other dolls
It only gives a bonus to the one with the part, no one else. Mechanically speaking, it is incredibly lame compared to other options like Extra Arms making the all boy party suboptimal. All mechanical considerations and shitposting aside, in theory there's not much wrong with someone playing a 10 year old boy instead of a girl. However, experience has shown that there is. A horror game with madness/mental instability as a key component requires a degree of buy in from everyone at the table for it to work. Someone insisting on playing a boy is already not buying in to the basic concept. If they're failing at that early stage to play along, it doesn't bode well for what might happen in game when you're trying to hit with the horror. For someone you've gamed with before, you can figure out what they're after if they ask to play a boy, with a stranger you have no idea if it's just a genuine thing of trying to execute a decent character concept, an attempt to avoid the "uncomfortable" aspects of the game, or someone trying to play their fetish (and before anyone says this one doesn't happen, it has in fact happened at least once already). ALL OF THAT SAID, do whatever the fuck you want at your table no one here can stop you unless they're at your table too.

>>92273713
>How to build an encounter like this
The sky's the limit, but it 90% depends on the party and what their madness is at. Presumably this is part of a larger campaign as basing a one shot around madness dealing enemies is a fast trip to TPK. Personally, the more fun way would be to make it that the PC getting the madness sucked out picks the fetter and whatever that bonus is applies against the target of said fetter. Depending on on how the bosses's stuff is set up, you can create a lot of fun scenarios out of this one as the PC is basically deciding who's going to get fucked over and how they're going to mitigate/negate that.
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THERAPY LASER!
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>>92290644
At least we rolled high on what GMs we got in the d20 games we are in.

>I'd run something my goddamn self

*Rubs hands together greedily at the prospect of being a player in Nechronica instead of a GM.*
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>>92290667
>Lost Lissandra.png

BIG!
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>>92290647
>This could mean the end of the world, or perhaps the universe.

And this right after that crazy battle.
Shit went hard in this game it sounds like.
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>>92290667
Whoa your NC really can pull some crazy stuff out of his jead in a good way.

Reading about your games always makes me reflect on my own in Nechronica and otherwise and I always have to admit that my brain is just woefully too fixed in mundane details to throw out something wild like this.
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>>92238370
would this be an interesting nech timeline?

things are going relatively well by nech standards
the united states are still inhabited by living humans and still goes about it's daily business
though several states are under quarantine and the population of the USA has shrunk signifanctly

an undead slime mould plague from military biotech runoff is spreading across nature worldwide
it hasn't completely overrun most patches of nature though and has integrated itself into most ecosystems along with living shit

and a few states have a zombie epidemic though most of the zombies are not hostile and act as a detirorated version of that person in life that continues to mentally decline
and most people were reanimated due to environmental proximity or consuming drugs or food that has exxessive amounts of slime mold in it

a famous news story was how a young man's sister was zombified from consuming too much necrotar heroin
and became a much more dreary stoned out version of her usual self

PC dolls would be discontunied military experments with missing memories and things would get worse in the setting as time progressed
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>>92290667
Game is neat.
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>>92269608 >>92290628
Are these games related?
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>>92296296
They be not.
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>>92295969
I don't think Nech would be nearly as effective when the characters could theoretically walk back to civilization.
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>>92297711
A lot can happen on a even a short walk.

So a long one can easily hold a long campaigns worth of challenges.
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>>92297147 Oh OK.
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>>92296296
it is the later story that the thread was made to follow.
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>>92295969
It can work for a game but it is going in the opposite direction of most, as those tend to have the world dead/in its worst state with the pcs either trying to claw something out of that or trying to bring the world back from that. It can be used though.
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>>92254208
7 horrors since she's so gigantic having her spread out across the battle map makes sense.

Leg R
Leg L
Torso
Arm R
Arm L
Head
Hammer

Not sure how I would stat each horror.
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>>92303496
I wonder if you could run a fight against a big enemy by making it a savant and using it's sections as areas.

For example Big Fuck Mecha 2000 is currently standing in Hades, but lets say it's big enough that it's torso and arms also count as areas.

So as long as BFM2000's torso is not destroyed a doll in Hades could make a move action and her position would now be GFM2000 torso, where she could do a range 0 melee attack against it, but not agains the head or arms.

Taking out the legs could result on the mecha toppling over, doing area damage in two areas in front of it, and planting the rest of it's body in those areas.
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Hey anon's I forget how physics works. If my doll is building a heat pump and doesn't have access to a powerful enough compressor is their a way for her to plumb up several weaker compressors to achieve the needed pressure?
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stat them
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>>92309614
Were they both really boys or was one an actual girl?
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>>92305676

You can.
I forget how that works.
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>>92303790
You absolutely can do something like that. The main thing to consider would be how properties like area, dismember, explosive and move come into play. There'd also potentially be funny guardian of eden interactions, if a pc had that.
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>>92310256
Woah, a deep think, that.
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>>92313323



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