- Invitation Status
- Posting Speed
- One post per day
- 1-3 posts per week
- One post per week
- Writing Levels
- Beginner
- Elementary
- Intermediate
- Adept
- Adaptable
- Preferred Character Gender
- Female
- Futanari
- Primarily Prefer Female
- Genres
- Scifi, anime, mecha, magical girl, superhero, cyberpunk, yuri
Today was a repeat of yesterday.
Tomorrow will be a repeat of today.
This mundane cycle of life goes on, stagnant.
No one would suspect that the world has been horribly twisted.
A virus called Renegade has been released onto mankind, mutating human beings from the inside and granting them incredible powers that break the laws of nature. However, this power comes at the price of one's own humanity, and many have succumbed to the virus and gone on a rampage. There is a group of people who stand between the human and superhuman, and both man and monster refer to them as Double Crossers.
The world is very similar to our world: people work hard, go about their daily lives, and spend time with their loved ones. The Renegade Virus and its power to turn people into superhuman "Overed" is kept secret from the world. With power, comes a price, and for Overed, that price is their humanity. When an Overed uses his powers, he runs the risk of losing control and will eventually cease to be human. As Overed who know the truth, your characters would sacrifice their sanity to fight to protect the world. Your characters are Overed or Renegade Beings working for the UGN, at least in an auxiliary capacity.
Welcome to Double Cross.
This is the world of traitors.
Rules
1. Follow the global forum rules.
2. Try not to be a jerk.
3. Have fun.
5. I (and others) may label NPCs as "extras" OOC. Extras are of little consequence and may be defeated without any drawn out fight, you simply describe how you take them out. The use of the "warding" power automatically renders any non-Overed in the scene extras.
6. We'll be using the Double Cross core rules so you will need to be at least somewhat familiar with them.
7. I will, however, not be completely strict on gaining encroachment for all scenes. I'll likely test a system where in scenes irrelevant to any investigation or Scenario in progress will not cause a gain in Encroachment Rate to participating characters.
8. So, as mentioned above. The concept of the "Free" scene is essentially to let characters have free time or do as they will without any worries about their Encroachment rate.
9. Speaking of scenes, there are a few other types. The notable ones I'll likely tag posts with include Master scenes (essentially cutscenes, usually to establish things NPCs are doing), Investigation scenes (in which PCs look for specific information, usually via die rolls), and of course Battle scenes where combat is pretty much going to happened. I might also tag the actual Trigger Events/Climax Phase event as such.
10. I'll be tagging the player of the primary character in any scene during a secnario, when I post up the intro stuff for it.
Things for characters:
Tomorrow will be a repeat of today.
This mundane cycle of life goes on, stagnant.
No one would suspect that the world has been horribly twisted.
A virus called Renegade has been released onto mankind, mutating human beings from the inside and granting them incredible powers that break the laws of nature. However, this power comes at the price of one's own humanity, and many have succumbed to the virus and gone on a rampage. There is a group of people who stand between the human and superhuman, and both man and monster refer to them as Double Crossers.
The world is very similar to our world: people work hard, go about their daily lives, and spend time with their loved ones. The Renegade Virus and its power to turn people into superhuman "Overed" is kept secret from the world. With power, comes a price, and for Overed, that price is their humanity. When an Overed uses his powers, he runs the risk of losing control and will eventually cease to be human. As Overed who know the truth, your characters would sacrifice their sanity to fight to protect the world. Your characters are Overed or Renegade Beings working for the UGN, at least in an auxiliary capacity.
Welcome to Double Cross.
This is the world of traitors.
Rules
1. Follow the global forum rules.
2. Try not to be a jerk.
3. Have fun.
5. I (and others) may label NPCs as "extras" OOC. Extras are of little consequence and may be defeated without any drawn out fight, you simply describe how you take them out. The use of the "warding" power automatically renders any non-Overed in the scene extras.
6. We'll be using the Double Cross core rules so you will need to be at least somewhat familiar with them.
7. I will, however, not be completely strict on gaining encroachment for all scenes. I'll likely test a system where in scenes irrelevant to any investigation or Scenario in progress will not cause a gain in Encroachment Rate to participating characters.
8. So, as mentioned above. The concept of the "Free" scene is essentially to let characters have free time or do as they will without any worries about their Encroachment rate.
9. Speaking of scenes, there are a few other types. The notable ones I'll likely tag posts with include Master scenes (essentially cutscenes, usually to establish things NPCs are doing), Investigation scenes (in which PCs look for specific information, usually via die rolls), and of course Battle scenes where combat is pretty much going to happened. I might also tag the actual Trigger Events/Climax Phase event as such.
10. I'll be tagging the player of the primary character in any scene during a secnario, when I post up the intro stuff for it.
City L, a city that has become one giant laboratory. In City L, the Renegade is studied actively and knowledge of it flows far more freely. A vast majority of the population at least have the potential to become Overed, and their Renegade is simply dormant. Your friend may also be Overed, or they may be ordinary, but in the microcosm of this city, you don't have to keep everything a complete secret. The UGN has a number of research and training facilities mixed into the landscape, and many of them double as actual schools, offering classes on controlling the Renegade and developing one's powers alongside Math and Language Arts.
Of course, the city casts plenty of shadows in which danger can hide. From gjaums to terrorist False Hearts agents, a number of dangers lurk just below the surface. The city hides all manner of dangerous, immoral, and top-secret research projects. Some of them may even be with the full approval of those in charge.
City L has a very modern and "high-tech" look, due in large part to the advanced technology freely on display. The city has a populous downtown full of shops and shining office buildings. It has a number of more residential areas scattered around, and two major parks, one central to the city, and one on the far size of the river bisecting it. On the southeast side of town, an industrial district lies mostly crumbling and abandoned, and is often the stomping grounds of gangs and delinquents. Overall, the city has a number of unusual places, both for people to hide, and for them to enjoy life. There are a few malls, and just about any other recreational facility one would care to name, even a small amusement park just a short bus ride from town.
...Who am I kidding, it's basically Academy City from Raildex, if you need an idea of what the place is like.
Of course, the city casts plenty of shadows in which danger can hide. From gjaums to terrorist False Hearts agents, a number of dangers lurk just below the surface. The city hides all manner of dangerous, immoral, and top-secret research projects. Some of them may even be with the full approval of those in charge.
City L has a very modern and "high-tech" look, due in large part to the advanced technology freely on display. The city has a populous downtown full of shops and shining office buildings. It has a number of more residential areas scattered around, and two major parks, one central to the city, and one on the far size of the river bisecting it. On the southeast side of town, an industrial district lies mostly crumbling and abandoned, and is often the stomping grounds of gangs and delinquents. Overall, the city has a number of unusual places, both for people to hide, and for them to enjoy life. There are a few malls, and just about any other recreational facility one would care to name, even a small amusement park just a short bus ride from town.
...Who am I kidding, it's basically Academy City from Raildex, if you need an idea of what the place is like.
Things for characters:
A refined version that actually uses charts to block in stats and skills may be forthcoming.
Name: Your character's name
Codename: While you don't have to have one, many characters have a codename or nickname, often based upon their powers, personality, or unique talents.
Age: How old your character is.
Affiliation: The group with which your character identifies and works. Usually UGN. Even if your character is largely independent and not a dedicated agent, they may sometimes be asked to act for one group or another.
Breed: Your breed (see below)
Syndromes: Your character's syndromes (see below).
Base Encroachment: Your character's base encroachment rate. I'm...not quite sure how to track it during play, but we will.
Stats: Your character's stats (Body, Sense, Mind, and Social), and their ratings.
Skills: Your character's skills.
Powers: The specific abilities your character uses as a result of their Syndrome(s). List each power's level, and a brief description of what it does, etc.
Combos: Combinations of powers. Give your combo a snappy name, say what's in it, what it deos and how much it increases your encroachment rate.
Appearance: What your character looks like. Pictures are fine.
Personal History: A little about your character's past. I highly encourage you include the events which caused your character to become and Overed, and any significant ones since.
Equipment: Any weapons, or other significant personal items your character usually carries.
Name: Your character's name
Codename: While you don't have to have one, many characters have a codename or nickname, often based upon their powers, personality, or unique talents.
Age: How old your character is.
Affiliation: The group with which your character identifies and works. Usually UGN. Even if your character is largely independent and not a dedicated agent, they may sometimes be asked to act for one group or another.
Breed: Your breed (see below)
Syndromes: Your character's syndromes (see below).
Base Encroachment: Your character's base encroachment rate. I'm...not quite sure how to track it during play, but we will.
Stats: Your character's stats (Body, Sense, Mind, and Social), and their ratings.
Skills: Your character's skills.
Powers: The specific abilities your character uses as a result of their Syndrome(s). List each power's level, and a brief description of what it does, etc.
Combos: Combinations of powers. Give your combo a snappy name, say what's in it, what it deos and how much it increases your encroachment rate.
Appearance: What your character looks like. Pictures are fine.
Personal History: A little about your character's past. I highly encourage you include the events which caused your character to become and Overed, and any significant ones since.
Equipment: Any weapons, or other significant personal items your character usually carries.
Overed are classified into three "breeds," which indicate their number of syndromes. Purebreeds exhibit a single syndrome, but their powers are often stronger than anyone else can manage, and they often exhibit unique abilities tied to their syndrome. Crossbreeds have two syndromes and are by far the most common. Tri-breeds have three syndromes, although their powers are a bit weaker overall, and one of their syndromes called a "sub-syndrome" is particularly limited.
Syndromes
Angel Halo: The ability to manipulate light, creating illusions, blinding flashes, or even lasers. Angel Halo also covers the enhancement of all five senses.
Balor: The ability to manipulate gravity. When Balor powers are used, a small sphere known as the "evil eye" or "jewel" floats by the user, and it is through this evil eye that they may exert their control over gravity.
Black Dog: The ability to gather and shoot large amounts of bio-electricity. By manipulating electricity, an overed can also control and power machinery that is implanted directly into their bodies.
Bram Stoker: The ability to control and manipulate one's own blood, forming projectiles, melee weapons, and armor, or speeding up the healing process. The most unique ability of this syndrome is the ability to create "servants," mindless creatures which follow the will of the one whose blood they were born from.
Chimaera: Bestows superhuman strength, and allows the user to transform their body parts into those of animals, or even grow wings, tails, additional limbs, and other non-human body parts. The leader when it comes to brute force.
Exile: Exile is characterized by the ability to stretch, shrink, and radically transform the body. Unlike Chimaera, it focuses less on "tougher" aspects and more on "softer" ones. It also allows the user to move previously immobile parts of the body, accomplishing feats such as creating swords out of bone, or shifting the position of organs to avoid a fatal blow.
Hanuman: The fastest syndrome, Hanuman focuses on pure superhuman speed and reflexes. Additionally, by vibrating the body, the user may create and manipulate sound waves, and can create various phenomena by adjusting the frequency.
Morpheus: The ability to transform any object the user is touching to any other object, ignoring any changes in mass. Users could make a sword from a twig or a giant robot from a car. They can also alter the characteristics of items they touch, and some develop powers using a special "sand" which is a byproduct of the transmutation process.
Neumann: Simply put, this syndrome makes one a perfect genius. They are able to perform extremely fast mental calculations, and run several trains of thought in parallel. Overed with the Neumann syndrome are capable of incredible feats, such as mastering a weapon after first picking it up, or acquiring knowledge they couldn't possibly have known.
Orcus: Perhaps the most mysterious syndrome, Orcus allows its user to saturate an area with special particles to create a "domain." Within their domain, Orcus overeds can cause the earth to shoot out like spears, control or use the senses of animals, or even manipulate humans. The syndrome also excels in battlefield command and support.
Salamandra: The Salamandra syndrome rules over heat. By controlling heat energy, it can create both fire and ice. The user can also enhance their bodies, converting heat to empower amazing athletic feats, or "cooling down" to act calmly even in a stressful situation.
Solaris: Uses of the Solaris syndrome can create a variety of chemicals and drugs within their bodies, then release them in gas or liquid form to affect others. Used internally, these chemicals can enhance the user's abilities or supplement healing. Chemicals released from the body can agitate a target's sens of pain, paralyze them, create illusions and hallucinations, or even manipulate memories.
All overed possess the following two abilities, regardless of their syndromes. They may quickly recover from injuries and incapacitation, and they have a power called "Warding," which allows them to saturate an area with Renegade virus particles that cause all non-Overed to feel extreme uneasiness, displeasure, or weakness. Usually, those affected are knocked out, or instinctively avoid the area. These two abilities are why only Overed can easily deal with other Overed.
Syndromes
Angel Halo: The ability to manipulate light, creating illusions, blinding flashes, or even lasers. Angel Halo also covers the enhancement of all five senses.
Balor: The ability to manipulate gravity. When Balor powers are used, a small sphere known as the "evil eye" or "jewel" floats by the user, and it is through this evil eye that they may exert their control over gravity.
Black Dog: The ability to gather and shoot large amounts of bio-electricity. By manipulating electricity, an overed can also control and power machinery that is implanted directly into their bodies.
Bram Stoker: The ability to control and manipulate one's own blood, forming projectiles, melee weapons, and armor, or speeding up the healing process. The most unique ability of this syndrome is the ability to create "servants," mindless creatures which follow the will of the one whose blood they were born from.
Chimaera: Bestows superhuman strength, and allows the user to transform their body parts into those of animals, or even grow wings, tails, additional limbs, and other non-human body parts. The leader when it comes to brute force.
Exile: Exile is characterized by the ability to stretch, shrink, and radically transform the body. Unlike Chimaera, it focuses less on "tougher" aspects and more on "softer" ones. It also allows the user to move previously immobile parts of the body, accomplishing feats such as creating swords out of bone, or shifting the position of organs to avoid a fatal blow.
Hanuman: The fastest syndrome, Hanuman focuses on pure superhuman speed and reflexes. Additionally, by vibrating the body, the user may create and manipulate sound waves, and can create various phenomena by adjusting the frequency.
Morpheus: The ability to transform any object the user is touching to any other object, ignoring any changes in mass. Users could make a sword from a twig or a giant robot from a car. They can also alter the characteristics of items they touch, and some develop powers using a special "sand" which is a byproduct of the transmutation process.
Neumann: Simply put, this syndrome makes one a perfect genius. They are able to perform extremely fast mental calculations, and run several trains of thought in parallel. Overed with the Neumann syndrome are capable of incredible feats, such as mastering a weapon after first picking it up, or acquiring knowledge they couldn't possibly have known.
Orcus: Perhaps the most mysterious syndrome, Orcus allows its user to saturate an area with special particles to create a "domain." Within their domain, Orcus overeds can cause the earth to shoot out like spears, control or use the senses of animals, or even manipulate humans. The syndrome also excels in battlefield command and support.
Salamandra: The Salamandra syndrome rules over heat. By controlling heat energy, it can create both fire and ice. The user can also enhance their bodies, converting heat to empower amazing athletic feats, or "cooling down" to act calmly even in a stressful situation.
Solaris: Uses of the Solaris syndrome can create a variety of chemicals and drugs within their bodies, then release them in gas or liquid form to affect others. Used internally, these chemicals can enhance the user's abilities or supplement healing. Chemicals released from the body can agitate a target's sens of pain, paralyze them, create illusions and hallucinations, or even manipulate memories.
All overed possess the following two abilities, regardless of their syndromes. They may quickly recover from injuries and incapacitation, and they have a power called "Warding," which allows them to saturate an area with Renegade virus particles that cause all non-Overed to feel extreme uneasiness, displeasure, or weakness. Usually, those affected are knocked out, or instinctively avoid the area. These two abilities are why only Overed can easily deal with other Overed.
Character creation rules are fairly involved, so I will hold off on those, but I will go over how dice work. I'm not sure if we'll go with the detailed turn order in terms of processes yet, but I'll add those in if we agree they're needed.
So, how do dice work in Double Cross? Any time you take an action that has a chance of failure (usually trying to find something out in an Investigation scene, or fighting in Combat ones), you need to roll dice. You roll a number of d10s equal to your character's relevant stat (Usually Body for physical tasks, etc. Or go by which stat the associated skill is tied to). You then pick the highest number out of the dice rolled, add any relevant skill's rating to the result, and either compare this result to another character's roll, or to a target number provided by the GM.
If you roll a 10 on a die, it's a critical. Reroll that die (or, well, roll a new one somewhere...I'm not sure how best to parse this in a forum), take the new result and add 10 to it, and that's your die's result. If you keep rolling 10s, you keep rerolling the same die, adding 10 each time. So if you rolled a 10, then another 10, and then a 4, your final result for that die would be a 24. Powers which alter the critical value of an action let you get a critical on a roll of less than 10. However, even if your critical value is a 7, if your roll a 7-10, when you reroll the die ,you still add 10 to it. (For example, if you roll a 7 and have a critical value of 7 on that roll due to powers, and then a 6, your result is 16, not 13.)
So, how do dice work in Double Cross? Any time you take an action that has a chance of failure (usually trying to find something out in an Investigation scene, or fighting in Combat ones), you need to roll dice. You roll a number of d10s equal to your character's relevant stat (Usually Body for physical tasks, etc. Or go by which stat the associated skill is tied to). You then pick the highest number out of the dice rolled, add any relevant skill's rating to the result, and either compare this result to another character's roll, or to a target number provided by the GM.
If you roll a 10 on a die, it's a critical. Reroll that die (or, well, roll a new one somewhere...I'm not sure how best to parse this in a forum), take the new result and add 10 to it, and that's your die's result. If you keep rolling 10s, you keep rerolling the same die, adding 10 each time. So if you rolled a 10, then another 10, and then a 4, your final result for that die would be a 24. Powers which alter the critical value of an action let you get a critical on a roll of less than 10. However, even if your critical value is a 7, if your roll a 7-10, when you reroll the die ,you still add 10 to it. (For example, if you roll a 7 and have a critical value of 7 on that roll due to powers, and then a 6, your result is 16, not 13.)
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