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Just received my copy of Double Cross and read up to the powers section which is about halfway through the book. The book has a lot of typos but nothing that prevented me from understanding what was going on. It has a lot of cool ideas within the 12 "syndromes", like the Orcus syndrome which gives you control over an area, allowing you to see through the eyes of the animals in that area, or make spikes shoot out of the ground, etc. There also seems to be rules about combo-ing abilities, like using an attack that disables a target and an area of effect attack to create an attack that disables people in an area.
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# ¿ Jun 27, 2013 03:39 |
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# ¿ May 22, 2024 18:29 |
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aldantefax posted:That's odd, I thought KH was going to do a full edit pass prior to release. I hadn't really heard much from him after I received the advanced copy; aside from the minor typographical errors, the actual book appears to be mechanically sound, and the syndromes are quite varied without having a lot of overlap. I thought it was interesting that TBZ and DX both have a sort of mechanic where at the end of a session you have to figure out if your character goes crazy, but the mechanics are different for both. In TBZ you basically know ahead of time how much you'll be able to lower your Karma, so unless you screw up your maths the choice about turning into a Ashura is always yours. In DX it's a roll that gets more difficult the more you've used your powers, and if you fail that roll you have some options to roll again but if you do you'll get less XP, or maybe even no XP at all depending on what you chose. I also like that it specifically says that the XP is for the player, not the character, so you're encouraged to just go nuts if you want a new character because you won't lose your xp.
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# ¿ Jun 27, 2013 17:08 |
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Andy mentionned on the Google+ board that it was Notice, I believe.
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# ¿ Jun 29, 2013 04:10 |
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I just received the Double Cross errata through the mail, sweet of Ver Blue Amusement to do that. It corrects the stats of the sample characters, which should be very useful if I ever decide to run a game.
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# ¿ Jul 19, 2013 02:23 |
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Cheap Trick posted:Is this errata available online? Yup https://docs.google.com/file/d/0B0o4CqKUlcLqWUhHWGJ2YTJPU00/edit?pli=1
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# ¿ Jul 22, 2013 18:18 |
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Infinity Code, Double Cross' latest supplement is now out. It has some nice new powers for the existing syndromes. Bram Stokers in particular seem to get a lot of love. And Chimaeras get a power called.... Monstrous Backside.
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# ¿ Dec 9, 2014 08:32 |
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I've run three TBZ campaigns so far, and I'm the type of GM who likes to do just a little bit of planning and then improvise from there. Here's a few observations: TBZ works best when it jumps from scene to scene. This is not a game about rolling your stealth skill 13 times as you infiltrate a castle and get past each individual guard. This is a game about rolling your stealth once and then skipping ahead to a cool scene that makes sense for what you rolled. I liked setting up scenes between two PCs just talking about stuff when I needed some time to think about where to take the game next. Something simple like getting two players in a scene where they just talk about their fighting styles, or one character stumbling upon another character writing a letter to their family, etc. Just some quick scenes where the players can work on their character relationships a bit. Give everyone cool names. Make the fights interesting by giving the bad guys some personality, even if they're fodder who exist only to die to some sick ninjitsu techniques. And then get one of those bad guys to come back as a kijin at some point, of course. And some wise words from the designer, Junichi Inoue: quote:There is absolutely no reason to be concerned with how correctly Japanese your experience is. Leave that stuff to academics. You just have to have an interest in Japanese culture. That’s the most important thing. It’s all about having fun, and keeping your (and the players’) interest going. That’s far more important than being concerned with whether or not there are cheeseburgers in Tenra.
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# ¿ Jun 1, 2016 07:12 |
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I remember someone ran a short-lived TBZ campaign here and one of the characters was an all american ninja. One of the things that is definitely cannon in my TBZ games is that beer comes in cans.
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# ¿ Jun 1, 2016 07:17 |
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mikeycp posted:What I want to know about is Shinobigami. It's been a while since we've heard about even the rough draft of the rules. Actually, the rough draft was sent to backers on may 3rd! Although they're calling it the Pre-Alpha Pre-Draft, and the email mentioned the real draft should be out in 4-6 weeks(from when the email was sent)
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# ¿ Jun 2, 2016 04:54 |
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# ¿ May 22, 2024 18:29 |
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I ran a fairly long Double Cross campaign that ended with the players fighting through several sections of a bullet train speeding towards Tokyo. The train was carrying an artifact powerful enough to awaken anyone who was within a mile of its radius. The players started at the back of the train with their reasonable encroachment percentages and got progressively more powerful as they moved forward, with their encroachment reaching critical levels when they fought the main bad guys. Double Cross' system is really good at creating that kind of drama where it's more about the players getting dangerously close to the point of no return. And then I got the Infinity Code book and the Ouroboros syndrome is so much more powerful than anything else that it made me wonder if I missed a line somewhere explaining that it shouldn't be used by the players. I really wish the books weren't filled with typos and mistakes because it always made me think that certain powers were just not translated correctly at all.
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# ¿ Jul 1, 2016 05:22 |