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Prof ([personal profile] prof) wrote2016-05-23 12:43 pm

Double Cross: The Basics

For a longer - but more coherent and complete - writeup, consult the Fatal and Friends writeup.

MAKING CHECKS
If you try to do something, you'll often make a Check against a given Stat or Skill. Whatever the value for that Stat or Skill is, roll that many d10s. The highest number that comes up is your result (and then circumstances may add a bonus to the final result).

If any of your dice come up as a ten, you get a critical - reroll the check using only the dice that you rolled a ten on, but add ten to the result. If you roll more tens, repeat and add ten again.

Example: I'm asked to make a Body Check, and my Body is 8. I roll 8d10, and get 1 3 4 4 7 8 10 10. I rolled some tens, so that's a critical (+10) - I take the two dice that rolled 10 and reroll them, and get 4 10. I rolled a ten again, so that's a second critical (+20) - I reroll the die that rolled a 10, and get a 4. My final result is 20 + 4 = 24.

Some powers or circumstances can reduce your Critical value - this means that you can score a critical on a value lower than 10. So, if you get -1 Critical Value, then you crit on all dice that roll a 9 or 10. Whatever your Critical Value is, you still gain +10 to the roll from it.

IMPULSE
Every Overed has a single volatile emotion that will threaten to overcome them when the Renegade Virus is active. If an Overed is taken over by the virus and becomes a Gjaum, then that emotion will take over and rule their persona, erasing their old personality.

Any time that a character receives a mental shock, the GM may ask them to make an Impulse Check. This uses the Will skill, and the difficulty is usually 9. If you fail, you gain the status Berserk, and become unable to use Reactions or Covers.

Select one Impulse from this list for your character (or roll 1d10 and choose like that):
  1. Bloodsucking. Only human blood can sate your thirst.
  2. Hunger. No matter how much you eat, nothing can end this feeling.
  3. Slaughter. Watch people struggle to cling to life, then take it away from them.
  4. Destruction. Burn down the world.
  5. Torture. Hurt those weaker than you, listen to their cries.
  6. Distaste. A specific sight sets you off, and you'll do anything to avoid it.
  7. Battle Lust. To not fight is to insult your very nature.
  8. Delusions. Nothing is as it seems. Everyone is working against you.
  9. Self-Destruction. You are an entity that shouldn't exist.
  10. Fear. Every instinct tells you to get away from here.
  11. Release. Surpass your petty human emotions and advance to a greater existence.
  12. Hatred. Your blood boils with endless rage.


ENCROACHMENT AND LOISES
I'm not going to worry about Personal Data rules for now, so every character will have a Base Encroachment of 33% - this marks how close you are to being overcome by the Renegade Virus and becoming a Gjaum. At the start of the adventure, this is what your Encroachment is set to. When you start participating in any scene, either being there from the start or arriving later, your Encroachment increases by 1d10%. Each time you make an Impulse Check, fail or succeed, your Encroachment increases by 2d10%. Each time you use a Power, your Encroachment will increase by a certain amount.

As your Encroachment rises, you become more powerful. At 60%, all your checks get +1 dice. At 80%, +2 dice. At 100%, +3 dice and all your Powers rank as one level higher. Bonuses continue to increase with Encroachment, but hopefully you won't have to worry about that, because going over 100% is very dangerous.

Loises are other people you have connections with. Each is associated with a Positive Emotion and a Negative Emotion - one of these is consciously felt and the other is unconsciously suppressed. At the end of each scenario, you roll 1d10 for each Lois you still have - the sum of the dice rolled is subtracted from your Encroachment. You can choose to double the size of the dice pool BEFORE rolling, but doing so will reduce the experience you get from your Encroachment rate to 3 (the higher your final Encroachment, the more EXP you get). After rolling, you can do a second roll (not doubled) to reduce your Encroachment even further, but doing so reduces the experience from Encroachment to 0. If, after this process is completed, your Encroachment Rate is 100% or higher, you become a Gjaum, controlled entirely by your Impulse.

You can establish new Loises during play, with NPCs or PCs that you interact with. You can also lose Loises during play, if your relationship with them is severed - the Lois is killed, you're betrayed by them, or sudden emotional chaos disrupts the bond. If this happens, the Lois becomes a Titus. A Titus doesn't function as a Lois, but you can discard it at some point for a surge of strength, removing it permanently from your character sheet. When you do this, pick one:
  • +10 dice rolled on a single Check
  • +1d10 final result on a single Check
  • -1 Critical Value on a single Check
  • Remove all dice penalties and bad statuses other than Incapacitation or Death
  • Recover from Incapacitation and recover (Body+10) HP


COMBAT
Battle scenes are split into rounds. Characters each act in order from highest Initiative to lowest. On your turn, you get one Minor Action and one Major Action. Minor Actions can move a number of meters equal to their Move stat, change equipment, use items, recover from certain statuses, or use any power with the "Minor" timing. Major Actions can be used to move at double speed, attack, break away from an Engagement, kill an incapacitated character, or use any power with the "Major" timing.

Engagements are clusters of people who are all within melee range of each other. You can do melee attacks against anyone in your Engagement. You can enter an Engagement just by moving into range (Minor Action), but to leave it you need to Break Away (Major Action). If you're surrounded or your escape routes are blocked off, you need to do an opposed Body Check against each person in your path to escape the engagement.

When you attack, roll a Skill - Melee or Ranged for weapons, whatever is specified if you're using a Power. The target can choose to Dodge or Guard - if they choose the former, they roll the Dodge skill as an opposed check, avoiding the attack if they succeed. If they choose Guard, the attack automatically hits. Roll (1+(Accuracy Check result / 10))d10 for damage, rounding down - so, if the accuracy check was a 24, you'd do 3d10 damage. Final damage is increased by attack power, then reduced by armor and - if the defender Guarded - the Guard stat. Damage is dealt to HP, and if your HP drops to 0, you're incapacitated.

POWERS
Your character sheet comes with a list of powers. Each has the following details:
Timing: When this power is used, or what kind of action is required.
  • Minor/Major/Reaction: Used as the indicated action type.
  • Setup: Used at the beginning of a round.
  • Cleanup: Used at the end of a round.
  • Initiative: Used between turns.
  • Auto: Used whenever you want.
  • Constant: Always active.

Skill: What Skill is rolled when using this power.
Difficulty: What kind of roll is needed to use this power. If it says 'auto', the power automatically succeeds.
Target: Who the power affects.
  • Self: Targets whoever uses it.
  • Single: Targets one person.
  • (N): Targets N people.
  • Area: Targets everyone in a single Engagement.
  • Area (Select): Targets any number of people in a single Engagement - you can pick and choose.
  • Scene: Targets everyone in the scene.
  • Scene (Select): Targets whoever you want and nobody else.

Range: How far it reaches.
  • Close: Within your current Engagement.
  • View: Anyone you can see. No, this probably doesn't mean you can use it at the moon.
  • Weapon: Same as your equipped weapon.

Encroach: How much your Encroachment rises when you use the power.
Restrict: How higher your Encroachment must be to use the power.

COMBINING POWERS
You can use multiple powers at the same time, as long as all the combined powers have the same Skill and Timing. The Target and Range are the smallest of all the powers used, Difficulty is the highest of any of the powers. Encroachment rates are added together, then you get the bonuses from all the powers together.

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