DX Roleplaying Handbook
DX Roleplaying Handbook
DX Roleplaying Handbook
DOuble Cross
Shunsaku Yano
/F.E.A.R
Illustrators
Toko Shino
Akane Sasaki
Tasuku Sugano
Core Rolebook
Double Cross
Double Cross
Roleplaying Game
Table of Contents
Introduction
Player Section
Character Section
Character Creation............................ 17
Quick Start....................................... 27
Sample Characters............................ 28
Personal Data................................... 56
Construction.................................... 72
Full Scratch...................................... 83
Renegade Being Creation.................. 85
Character Rebuild Rules.................... 90
Power Data...................................... 92
Item Data...................................... 227
Rule
Check Rules................................... 253
Game Progression........................... 262
Character Growth.............................269
Encroachment Rate and Loises........ 273
Battle Rules.................................... 282
Using Powers.................................. 298
Situational Battle Rules.................... 305
Miscellaneous Rules........................ 311
World Section
The World of Double Cross.............. 314
The UGN and False Hearts............... 316
The Renegade and the Overed......... 321
The Renegade and the World........... 325
The Renegades Avatar.................... 329
Other Renegade Viruses.................. 335
Characters..................................... 337
GM Section
Stage Section
What is a Stage?............................ 407
City N Stage................................... 409
Scenario Section
Scenario
Scenario
Scenario
Scenario
Scenario
Format............................. 414
Crumbling Days................ 416
Armageddons Youths........ 440
Truth or Fiction................. 471
Starters............................ 502
Appendix
Appendix....................................... 504
Character Sheet............................. 513
Record Sheet................................. 515
Scenario Sheet............................... 516
Double Cross
Roleplaying Game
Test Play
K.H. Shu
James Perez
John Perez
Louis Ramone Sanders
Pete Wilczek
Introduction
Double Cross
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Double Cross
Roleplaying Game
Welcome to Double Cross. This world is very similar to ours. The average
person works hard, spends times with loved ones, and generally spends his days not
worrying about the world. However, there is a secret that is being kept hidden.
That secret is the existence of the Renegade and its ability to turn people
into Overeds. The Overed is a super being that can break iron with his bare hands,
create fire, manipulate light, or even make illusions.
As with any power, there is a price to be paid. The cost for these powers
must be paid with ones humanity. When an Overed uses his powers, he runs the risk
of losing control and will eventually cease being human.
No one knows that the world is filled with these dangerous Overeds. No one
realizes that the world as they know it is already on thin ice.
As an Overed that knows the truth, you will leave your normal paradigm of
life and sacrifice your own sanity as you fight to protect the world. Certain things
are worth fighting for, even if it means losing ones humanity.
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Roleplaying Game
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Roleplaying Game
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Double Cross
Roleplaying Game
For those unfamiliar with this genre, role-playing games involves several
people gathering together to act out certain roles and accomplish challenges. It is
through this interaction that players will create a dramatic story and drive it to its
conclusion.
-How to Play Table-Top Role-playing GamesTo play this game, participants will take on different tasks. One must become the Game Master (or GM for short). The GM is the director of a game. He creates a scenario and stage for players to work with, as well as ensure that the game
runs smoothly.
The other participants will be the players. Players will act the role of a character within the game and overcome challenges that the GM puts forth. It is through
these actions that players bring the story to a closure. Depending on the actions of
the players, the GM will change the script to coincide with the in-game situation.
Required Items
-Players-
-Rulebooks-
-Ten-sided Dice-
-Record Sheets-
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Double Cross
Roleplaying Game
-GM PowersThe GM of a Double Cross session has the following powers. When exercising these powers, the GM should do his best to follow the correct rules. Exercise
these powers justly and fairly towards all.
Ruling Verdicts
The atmosphere of a session is formed from the imagination of the participants and the rules of this game. The rules are written to help simulate an in-game
world, but there will be times when the rules are misinterpreted.
In the event that there is confusion over certain rules, the GM has final say
as to how a rule should be applied. In addition, the GM may also create, change, or
ignore rules as needed.
Overriding Results
If a player makes a move or roll without the GMs knowledge, the GM may
force the player to redo his actions.
The GM may ignore rolls and automatically decide the outcome of any action
he performs. This situation usually applies to NPCs that the GM is controlling.
Mistakes in Rule Application
If the player or GM incorrectly applies a rule, the mistake must be corrected
immediately. However, if the result has already been played out, the session should
not be reset just to fix a mistake.
Resets should be avoided at all costs. When resets are freely done, the
rules and GM judgment becomes undermined, making the game frustrating. The only
victims of a frustrating game are the players.
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Basic Knowledge
Odd Numbers
-1D100
Highlights
Reading Dice
-xD10
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Rule Terminology
Game Master(GM)
Lois
Players
The participants of the game. A player
usually controls one character.
Non-Playable Characters (NPC)
Non-Playable Characters are characters
controlled by the GM.
Player Characters (PC)
Player Characters are the characters
that are controlled by the players.
Powers
Powers are the supernatural abilities
Overeds and Gjaums receive from the
Renegade virus. Consider Powers to be
like the magic or skills of the game.
Syndromes
The twelve categories that Powers are
separated into. An Overed usually has
one to three Syndromes.
Primary Stats
The primary stats of a character are
[Body], [Sense], [Mind], and [Social].
Titus
When a relationship is broken due to
dramatic events, a Lois will become a
Titus. By discarding a Titus, players can
achieve a temporary boost.
Encroachment Rate
The Encroachment Rate represents how
active the Renegade virus is in its host.
Round
The measure of time used during battle.
A round is done when all characters
have acted.
Minor Action
An in-battle action that does not require
a check. Characters only have one Minor
per turn.
Major Action
An in-battle action that requires a check.
Characters only have one Major per
turn.
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World Information
The Renegade
A world-changing virus that was spread
across the world due to a certain
incident. Eighty percent of the world
population is a carrier.
Breed
An Overeds Breed refers to how many
Syndromes he has.
Overed
Overeds are people that have gained
superpowers after the Renegade virus
became active in them. In general, any
person that has superpowers but did
not become a Gjaum is referred to as an
Overed.
In exchange for various powers,
Overeds must deal with the Impulses of
the active Renegade virus.
Gjaum
A Gjaum is an Overed that has lost
his sanity to the Renegade and its
invasive behavior.
Gjaums typically are non-human in form
and cannot speak. However, there are
cases where a Gjaum maintains human
form and can present a facade of sanity.
Impulses
An Impulse is a destructive desire
that an Overed experiences when the
Renegade becomes extremely active.
Overeds become Gjaums when they let
an Impulse control them.
Impulses occur whenever an Overed
experiences a sudden physical or mental
shock.
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Character section
Character Section
Double Cross
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Character Creation
-What is a Character?Characters are the avatars that both players and the GMs use to interact
with the world of Double Cross and with each other. It is through these avatars that
the story will be driven to its conclusion. This section will explain the different types
of characters and how players can create their own character for play.
Character Types
Characters in Double Cross are separated into two general categories: PCs
and NPCs.
These are characters that players will control. In Double Cross, these characters are usually superhuman beings called Overeds.
These are characters and enemies that the GM controls. Refer to page 359
for more information.
-Parts of a Player CharacterThe data of a Player Character consists of Syndromes, Work, Cover, Stats,
Skills and Powers. In addition to these stats, PCs will have Personal Data and Lasting
Loises.
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Character section
Work and Cover
Work and Cover represents a characters basic identity and the social status
he is recognized by. A Characters Work will determine his starting Stats and Skills,
while Cover determines how a character is perceived by society.
Work
Work represents what a character does for a living. A characters Work will
decide what Skills he starts out with. When selecting a Work during character creation, look up the charts on pages 76 and 77 and select any entry.
Cover
Cover represents the social identity of a character; it is essentially the face
the character puts on for the public. A player may select his Cover from the Work
charts, or he may create his own unique Cover. Note that the selection of Covers may
be limited by the Scenario.
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Character section
Syndromes
Angel Halo: Manipulation of light. Capable of laser attacks and illusions.
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[Sense]
The stat represents the five senses of a
character.
-<Ranged>
This skill represents the ability to use
ranged weaponry.
-<Perception>
This skill represents a characters ability
to find hidden objects or sense the presence of others. This skill is also used
when a character goes into hiding.
-<Art:__>
This skill represents how verse a character is in a certain art form. The art
may be paintings, song, or one of the
players choosing.
The Skill is written as <Art:__>. As
long as there are no special
instructions from the GM, fill in the
blank with any art form.
[Social]
The stat represents how well a character
can interact with others when negotiating, purchasing items, or making social
connections.
-<Negotiation>
This skill represents how well a character can negotiate.
-<Procure>
This skill is used when acquiring items.
-<Info:__>
This skill represents the ability to acquire information from certain fields.
Possible information sources include, but
are not limited to, such sources like Rumors, the UGN, Underworld, Police,
Military, or Academics.
Character section
-Methods of Character CreationThis section will guide players through character creation and discuss the
rules behind the process. Please prepare character sheets (which can be found
at the back of the book), writing utensils, and dice.
Quick Start
For Quick Start character creation, players will pick and copy the stat data
of one of this books sample characters and then create unique Personal Data. This
method is recommended for new players or players that wish to immediately start a
session.
Construction
Construction is a simplified method of character creation where players are
guided through the process so that they do not make unbalanced characters. This
method does require a player to be somewhat familiar with the rules, data and world
of Double Cross.
Full Scratch
Full Scratch gives players a set number of experience points and allows them
to freely level any Power or Stat. First-time players should not attempt this method of
character creation.
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Personal Data
Personal Data is information that relates to a characters background history
and appearance. In this section, there is a part called the Life History, where players
can create their characters background history using charts and/or dice.
With the Life History, players will learn about a characters origin, past and
his history with the Renegade virus. Personal Data is vital to giving a character a
personal touch and must be done for all new characters, regardless of how their stats
were generated.
Construction
Completion
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Relationship
Lois
Impulse
Awakening
Encounter
Experience
Origin
Life History
Melee
Dodge
Ride:
Ride:
Body
Stats
Sense
Name
Encroachment Rate
Encroachment Rate
Zodiac
Max HP
Mind
Emotion (Positive)
Initiative
Move
Savings
Body x 2
Mind
Work
Emotion (Negative)
Cover
Negotiation
Procure
Info:
Info:
Social
Mind
Move
Dash
Item
Procure x 2
Initiative
Social x 2
Social x 2
Titus
Sub-Syndromes
Stock Points
Spent XP
Player Name
RC
Will
Knowledge:
Knowledge:
Syndromes
Blood Type
Ranged
Perception
Art:
Art:
Encroachment Rate
weight
Breed
Gender
Age
Height
Character Name
Double Cross
Auto
Auto
1
1
2
Type
Type
Major
Timing
Lv
Name
Combos
Total
Item
Skill
Above 100%
Under 100%
Dice
Combo
Stock
Initiative
Acc.
Auto
__+Encroach Bonus
Dice
Combo
Timing
Skill
Skill
DFCLTY
Crit. Value Atk. Power Notes
Timing
Note
Target
Target
Stock Notes
DFCLTY
RNG
Stock Notes
Guard
0
2
Refer
Encroach Restrict
Notes
Armor
RNG
Close
View
Act. Power
Self
Scene
DFCLTY Target
__+Encroach Bonus
Skill
Dodge
Skill
Syndrome
Condition
Type
Miscellaneous Items
Total
Item
Armor
Total
Item
Weapon
- Resurrect
- Warding
1 Concentrate:
2
3
4
5
6
7
8
9
10
Power
Powers
No
RNG
RNG
Encroach
Encroach
Character section
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Double Cross
Roleplaying Game
Character Sheet
1) Name, Codename, etc.: The characters personal information.
2) Syndrome and Breed: The Syndrome and Breed of the character. A character
has one to three different Syndromes.
3) Work and Cover: The characters selected Work and Cover. The Cover can be
filled with anything a player wishes his character to be.
4) Stats and Skills: Body, Sense, Mind and Social represents the stats of a character. The four entries under each stat are the characters Skills. A characters starting
Stats and Skills change depending on the selected Syndromes and Stats.
5) Secondary Stats: Secondary Stats includes a characters HP, Savings, and other
stats. Calculate each stat using the proper formula.
6) Life History: Role-play information that is created during the Personal Data section.
7) Loises: Lasting Loises are created during the Personal Data section.
8) Powers: The list of Powers a character has learned.
9) Items: The list of weapons, armor and items a character possesses.
10) Combos: A List of Power combinations the player has come up with. The lower
entry is the attack data for when a character has an Encroachment Rate of 100% or
over. Refer to page 300 for more on Combos.
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Character section
Quick Start
-Sample CharactersQuick Start character creation is for people that want to just start playing
Double Cross or are completely new to the game. Players will use the stats of one
-Quick Start StepsThe steps for Quick Start character creation are as follows. Players should be
fine as long as they follow the GMs guidance.
Copying Data
Once a sample character has been selected, copy the data to the appropriate section of the character sheet.
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Character section
Name
Wild Card
Syndrome
Chimaera
Breed
Pure
Stats
Body
Dodge
Ride:
Sense
4
2
Melee
Sub-Syndrome
Ride:
Art:
Max HP
37
Stock Pt.
Saving
Social
RC
Will
Perception
Art:
Work
Mind
Ranged
Cover
Negotiation
Procure
Knowledge:
Info: Rumors
Knowledge:
Info:
Initiative
Move
Dash
16
Power
No
Name
1 Concentrate: Chimaera
Lv Timing
2
Major
2 Complete Therianthropy 2
Minor
3 Beast Strength
Major
4 Reaming Claw
5 Hunting Style
Skill
(PG 219)
(PG 140)
(PG 141)
Close
(PG 144)
Close
(PG 140)
Syndrome
Auto
Self
Opposed
Single
Minor
Auto
Self
Minor
Auto
Self
<Melee>
Close
Weapon
Item
Fists
Type
Skill
Acc.
Atk. Power
Guard
RNG
LV+8
Close
LV+8
Melee <Melee>
Total
Stock
Notes
Stats after Reaming Claw
is used.
Armor
Item
Type
Dodge
Initiative
Armor
Stock
Notes
Total
Miscellaneous Items
Item
Type
Skill
Stock Notes
Total
Dice +2
Combo
Name
Condition Combination
1+3
Under
100%
Over
100%
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<Melee>
Opposed
Single
Close
Dice
Critical
Atk
12
13
Notes
Use after Complete Therianthropy and
Reaming Claw are used.
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
1+3
Major
<Melee>
Opposed
Single
Close
Dice
Critical
Atk
13
16
Notes
Use after Complete Therianthropy and
Reaming Claw are used.
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Character section
Name
Speeding Bullets
Stats
Body
Syndrome
Angel Halo
Breed
Tri
Melee
Ride:
Max HP
23
Neumann
Work
UGN Child B
Mind
Ranged
Dodge
Ride:
Cover
Morpheus
Sense
Sub-Syndrome
RC
Will
Negotiation
Knowledge:
Info: UGN
Art:
Knowledge:
Info:
Saving
3
1
Procure
Perception
Art:
Stock Pt.
Social
19
Initiative
24
Move
Dash
48
Power
No
Lv Timing
Name
Skill
Major
Syndrome
(PG 219)
2 Miniscule Dust
Minor
<Ranged> Opposed
(PG 99)
3 Hundred Guns
Major
Close
(PG 172)
4 Penetrate
Major
Weapon
(PG 171)
5 Multi-Weapons
Major
(PG 182)
Self
Auto
<Melee>
<Ranged> Opposed
<Melee>
<Ranged>
Weapon
Item
Type
Skill
Handgun
Ranged <Ranged>
Hundred Guns
Ranged <Ranged>
Acc.
Atk. Power
RNG
Stock
-1
20M
LV +4
30M
-1
LV +7
Total
Guard
Notes
Armor
Item
Reinforced Clothing
Type
Dodge
Initiative
Armor
Stock
Armor
Total
Notes
Miscellaneous Items
Item
Type
UGN Leadership
Connection
Skill
Stock Notes
<Info: UGN>
Total
Dice +2
Combo
Name
Blinding Bullets
Condition Combination
Under
100%
Over
100%
1+2+4+5
Timing
Major
DFCLTY
Target
RNG
Encroach
<Ranged> Opposed
Skill
Single
20M
10
Dice
Critical
Atk
14
Combination
Timing
1+2+4+5
Major
Skill
Notes
Ignores [Armor] stat. Use after Hundred Guns
is used.
DFCLTY
Target
RNG
Encroach
<Ranged> Opposed
Single
20M
10
Dice
Critical
Atk
17
Notes
Ignores [Armor] stat. Use after Hundred Guns
is used.
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Character section
Name
Noble Blood
Syndrome
Bram Stoker
Breed
Cross
Stats
Body
Dodge
Ride:2-Wheel
Exile
Sense
4
1
2
Melee
Sub-Syndrome
Ride:
Art:
Max HP
35
Stock Pt.
Saving
Work
Social
Negotiation
RC
Will
Perception
Art:
Mind
Ranged
Cover
Procure
Knowledge:
Info: UGN
Knowledge:
Info:
Initiative
12
Move
1
1
Dash
24
Power
No
Name
Lv Timing
Skill
Major
2 Crimson Sword
Minor
3 Bloody Attack
Major
<Melee>
4 Bloody Banquet
Major
Syndrome Opposed
5 Elastic Arm
Major
<Melee>
(PG 219)
Close
(PG 131)
Weapon
(PG 129)
Area
(Select)
(PG 129)
View
(PG 150)
Syndrome
Self
Auto
Opposed
Opposed
Weapon
Item
Crimson Sword
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
Spent HP + 2
Close
Total
Spent HP + 2
Stock
Notes
Only up to [LV x 2] HP can be
spent.
Armor
Item
Reinforced Clothing
Type
Dodge
Initiative
Armor
Stock
Armor
Total
Notes
Miscellaneous Items
Item
UGN Leadership
Type
Skill
Stock Notes
Total
Dice +2
Combo
Name
Condition Combination
1+3+5
Scarlet Strike
Under
100%
Over
100%
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<Melee>
Opposed
Single
View
Dice
Critical
Atk
Notes
Spent HP
Pay 2HP. Use after Crimson Blade is used.
+2
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
1+3+5
Major
<Melee>
Opposed
Single
View
Dice
Critical
10
Atk
Notes
Spent HP
Pay 2HP. Use after Crimson Blade is used.
+2
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Character section
Name
Evergreen Apostle
Stats
Body
Syndrome
Orcus
Breed
Cross
Ranged
Dodge
Ride:
Perception
Art:
Ride:
Art:
Max HP
27
Knowledge:Renegade
Saving
Initiative
UGN Agent
Work
UGN Agent C
Social
2
2
1
1
RC
Will
Cover
Mind
Knowledge:Medical
12
Stock Pt.
Solaris
Sense
Melee
Sub-Syndrome
1
1
2
1
Negotiation
Procure
Info: UGN
Info: Police
12
Move
Dash
24
Power
No
Name
Lv Timing
Skill
1 Concentrate: Orcus
Major
Syndrome
2 Keystone Formation
Major
Syndrome
3 Guiding Flower
Major
<RC>
<Negotiation>
Auto
4 Healing Water
Major
<RC>
Auto
5 Berserker
Major
<RC>
Auto
(PG 219)
(PG 191)
View
(PG 191)
View
View
3
Single
Single
(PG 213)
(PG 215)
80%
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
-5
Close
Total
-5
Stock
Notes
Armor
Item
Type
Armor
Dodge
Initiative
Armor
Stock
Total
Notes
Miscellaneous Items
Item
Type
Skill
Stock Notes
<Info: UGN>
Dice +2
Dice +2
Total
Combo
Name
Frantic Flower
Condition Combination
Under
100%
3+5
Dice
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<RC>
Auto
Single
View
Critical
Atk
Over
100%
Notes
Min. 80% rate. Target's Crit. Value -1, Dice +4,
Score +4
None
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
3+5
Major
<RC>
Auto
Single
View
Dice
None
Critical
Atk
Notes
Target's Crit. Value -1, Dice +6, Score +6
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Character section
Name
Truth-Seeker
Syndrome
Black Dog
Breed
Cross
Stats
Body
Melee
Ranged
Dodge
Ride: 2-Wheel
Perception
Art:
Ride:
Hanuman
Sense
32
Stock Pt.
Negotiation
Info: UGN
Knowledge:
Info: Police
10
Initiative
1
1
2
Procure
Knowledge:
Social
4
1
RC
Will
Saving
Mind
Art:
Max HP
Sub-Syndrome
15
Move
Dash
30
Power
No
Name
Concentrate: Hanuman
Lv Timing
2
Major
2 Ionocraft
Minor
3 Thor's Hammer
Major
4 Oscillating Sphere
Major
5 Battle Beat
Minor
Skill
(PG 219)
Auto
Self
Close
(PG 118)
<RC>
Opposed
Area
(Select)
View
(PG 120)
<RC>
Opposed
View
(PG 163)
Close
(PG 160)
Syndrome
Self
Auto
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
-5
Close
Total
-5
Stock
Notes
Armor
Item
Reinforced Clothing
Type
Dodge
Initiative
Armor
Stock
Armor
Total
Notes
Miscellaneous Items
Item
Informant
Hacker
Type
Skill
Connection
<Info:
Underworld>
Stock Notes
1
Dice +2
Connection
<Info: Web>
Dice +2
Total
Combo
Name
Indra's Arrow
Condition Combination
Under
100%
After 5, 1+3+4
Minor +
Major
Skill
DFCLTY
<RC>
Opposed
Dice
Critical
Atk
Combination
Over
100%
Timing
After 5, 1+3+4
Timing
Minor +
Major
DFCLTY
Opposed
Atk
RNG
Encroach
View
10
Notes
Skill
Critical
Area
(Select)
<RC>
Dice
Target
Target
Area
(Select)
RNG
Encroach
View
10
Notes
Ignores [Armor]. Cannot target [Close]. 4x per
Scenario.
37
James Ling (order #6536296)
Double Cross
Roleplaying Game
38
James Ling (order #6536296)
Character section
Name
Syndrome
Angel Halo
Breed
Cross
Defender of Dreams
Stats
Body
Ranged
Dodge
Ride:
Perception
Art: Acting
Ride:
Art:
Max HP
30
Stock Pt.
Salamandra
Sense
Melee
Sub-Syndrome
RC
Will
Saving
Work
Artist
Mind
1
2
Cover
4
2
Negotiation
Procure
Knowledge:
Info: Web
Knowledge:
Info: Rumors
12
Initiative
Social
17
Move
1
2
Dash
34
Power
No
Name
Lv Timing
Major
2 Blinding Dash
Minor
3 Light Bow
Major
4 Pinpoint Laser
Major
5 Plasma Cannon
Major
Skill
(PG 219)
Close
(PG 98)
View
(PG 100)
Syndrome
Auto
<RC>
Self
Opposed
<RC>
Opposed
(PG 100)
Syndrome Opposed
Single
Close
(PG 205)
100%
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
-5
Close
Total
-5
Stock
Notes
Armor
Item
Reinforced Clothing
Type
Dodge
Initiative
Armor
Stock
Armor
Total
Notes
Miscellaneous Items
Item
Type
Skill
Stock Notes
Total
Dice +2
Combo
Name
Shining Blaze
Condition Combination
Under
100%
1+3+4
Dice
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<RC>
Opposed
Single
View
Critical
8
Over
100%
Atk
-1
Notes
Ignores [Armor]. Cannot target [Close].
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
1+3+4+5
Major
<RC>
Opposed
Single
View
Dice
Critical
Atk
21
Notes
Ignores [Armor]. Cannot target [Close].
39
James Ling (order #6536296)
Double Cross
Roleplaying Game
40
James Ling (order #6536296)
Character section
Name
Vermilion Blade
Syndrome
Morpheus
Breed
Cross
Stats
Body
Melee
Salamandra
Sense
RC
Will
Perception
Art:
Ride:
Art:
Max HP
35
Stock Pt.
Saving
Cover
Work
UGN Child A
Mind
Ranged
4
1
Dodge
Ride:
Sub-Syndrome
1
1
Negotiation
Procure
Knowledge:
Info: UGN
Knowledge:
Info:
Initiative
Social
10
Move
2
1
20
Dash
Power
No
Name
Lv Timing
Concentrate: Salamandra 2
Skill
Major
2 Infinite Weapons
Minor
3 Penetrate
Major
4 Ice Cloister
Minor
5 Flame Blade
Major
(PG 219)
Close
(PG 172)
Weapon
(PG 171)
Close
(PG 200)
Weapon
(PG 200)
Syndrome
Auto
Self
<Melee>
<Ranged>
Opposed
<Melee>
<Ranged>
Opposed
Auto
Self
Weapon
Item
Infinite Weapons
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
LV +7
Close
Total
LV +7
Dodge
Initiative
Stock
Notes
Armor
Item
Type
Armor
Armor
Stock
Total
Notes
Miscellaneous Items
Item
UGN Leadership
Type
Skill
Connection
<Info: UGN>
Stock Notes
1
Total
Dice +2
Combo
Name
Flaming Blade
Condition Combination
Under
100%
Over
100%
1+3+5
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<Melee>
Opposed
Single
Close
Dice
Critical
Atk
14
Notes
Ignores [Armor] stat. Use after Infinite
Weapons is used.
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
1+3+5
Major
<Melee>
Opposed
Single
Close
Dice
Critical
Atk
17
Notes
Ignores [Armor] stat. Use after Infinite
Weapons is used.
41
James Ling (order #6536296)
Double Cross
Roleplaying Game
42
James Ling (order #6536296)
Character section
Name
The Idealist
Syndrome
Orcus
Breed
Pure
Stats
Body
Ranged
Dodge
Ride:
Perception
Art:
Ride:
Art:
Max HP
27
Sense
Melee
Knowledge:Renegade
Work
Negotiation
Procure
3
1
Info: UGN
Info:
Initiative
Social
4
1
2
RC
Will
Saving
Cover
Mind
Knowledge:
14
Stock Pt.
Sub-Syndrome
14
Move
Dash
28
Power
No
Name
Lv Timing
Skill
Major
Syndrome
2 Animal Tamer
Major/
Reaction
Syndrome
3 Keystone Formation
Major
Syndrome
4 Earth's Protection
Major
Syndrome
Opposed
5 Earth Fang
Major
<RC>
Opposed
Concentrate: Orcus
View
(PG 219)
(PG 190)
(PG 191)
(PG 191)
(PG 190)
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
-5
Close
Total
-5
Stock
Notes
Armor
Item
Type
Armor
Dodge
Initiative
Armor
Stock
Total
Notes
Miscellaneous Items
Type
Skill
UGN Leadership
Connection
<Info: UGN>
Connection
Item
Stock Notes
1
Dice +2
<Info: >
Total
Combo
Name
Obsidian Hawk
Condition Combination
Under
100%
Over
100%
1+2+4+5
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<RC>
Opposed
Single
View
Dice
Critical
Atk
Notes
Dodge checks receive -1 dice. Cannot target
[Close]
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
1+2+4+5
Major
<RC>
Opposed
Single
View
Dice
Critical
Atk
10
Notes
43
James Ling (order #6536296)
Double Cross
Roleplaying Game
44
James Ling (order #6536296)
Character section
Name
Purple Lightning
Stats
Body
Dodge
Ride:
36
Cover
UGN Agent
Neumann
Work
UGN Agent A
Mind
Ranged
Ride:
Sub-Syndrome
Hanuman
Sense
4
1
Melee
Max HP
Syndrome
Black Dog
Breed
Tri
1
2
RC
Will
Negotiation
Procure
Perception
Art:
Knowledge:
Info: UGN
Art:
Knowledge:
Info:
Stock Pt.
Saving
Initiative
Social
11
Move
1
1
Dash
22
Power
No
Name
Lv Timing
Skill
1 Concentrate: Hanuman 2
Major
2 Magnet Force
Auto
3 Cyber Arm
2 Constant
4 Roaring Claw
Major
5 Combat System
Major/
Reaction
Syndrome
Auto
Self
Close
Auto
Self
Close
<Melee>
<Ranged> Opposed
Refer
(PG 219)
(PG 121)
(PG 122)
Weapon
Opposed
(PG 162)
(PG 182)
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
Close
Total
Stock
Notes
After Cyber Arm is applied.
Armor
Item
Reinforced Clothing
Type
Dodge
Initiative
Armor
Stock
Armor
Total
Notes
Miscellaneous Items
Item
UGN Leadership
Type
Skill
Connection
<Info: UGN>
Stock Notes
1
Total
Dice +2
Combo
Name
Steel Strike
Condition Combination
Under
100%
1+4+5
Dice
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<Melee>
Auto
Single
Close
Critical
Notes
Ignores [Armor] stat.
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
1+4+5
Major
<Melee>
Auto
Single
Close
10
Over
100%
Atk
Dice
Critical
Atk
11
Notes
Ignores [Armor] stat.
45
James Ling (order #6536296)
Double Cross
Roleplaying Game
46
James Ling (order #6536296)
Character section
Name
Reaper's Hand
Syndrome
Chimaera
Breed
Cross
Stats
Body
Melee
Dodge
Ride: 2-Wheel
Ranged
Perception
Art:
Ride:
Exile
Sense
Sub-Syndrome
Max HP
37
Stock Pt.
Saving
Work
Delinquent
Social
Negotiation
RC
Will
Art:
Delinquent
Mind
Cover
Procure
Knowledge:
Info:Underworld
Knowledge:
Info:
Initiative
Move
16
Dash
Power
No
Name
Lv Timing
1 Concentrate: Exile
2 Mars' Defense
Auto
3 Elastic Arm
Major
4 Bone Sword
Minor
5 Nail Sword
Major
Skill
Major
(PG 219)
Close
(PG 144)
View
(PG 150)
Close
(PG 154)
(PG 151)
Syndrome
Self
Auto
<Melee>
Opposed
Self
Auto
<Melee>
Opposed
Single Weapon
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
-1
LV+5
Close
Total
-1
LV+5
Dodge
Initiative
Stock
Notes
After Bone Sword is used.
Armor
Item
Reinforced Clothing
Type
Armor
Armor
Total
Stock
Notes
Miscellaneous Items
Item
Informant
Type
Skill
Connection
<Info:
Underworld>
Stock Notes
1
Total
Dice +2
Combo
Name
La Danse Macabre
Condition Combination
Under
100%
Over
100%
1+3+5
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<Melee>
Opposed
Single
View
Dice
Critical
Atk
12
Notes
Dodge checks receive -1 dice. Use after
Bone Sword is used.
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
1+3+5
Major
<Melee>
Opposed
Single
View
Dice
Critical
Atk
15
Notes
Dodge checks receive -1 dice. Use after
Bone Sword is used.
47
James Ling (order #6536296)
Double Cross
Roleplaying Game
48
James Ling (order #6536296)
Character section
Name
Shining Void
Syndrome
Solaris
Breed
Pure
Stats
Body
Ranged
Dodge
Ride:
Perception
Art:
Ride:
Art:
Max HP
26
Sense
Melee
RC
Will
Initiative
Researcher
Work
Researcher
Social
1
4
4
Knowledge:Renegade
Saving
Cover
Mind
Knowledge:
14
Stock Pt.
Sub-Syndrome
Negotiation
Procure
1
1
Info: Academics
Info:
11
Move
Dash
22
Power
No
Name
Lv Timing
Skill
1 Concentrate: Solaris
Major
Syndrome
2 Healing Water
Major
<RC>
3 Poison Fog
Major
Syndrome
4 Berserker
Major
<RC>
5 Miracle Drop
Auto
(PG 219)
View
Area
(Select)
(PG 213)
Close
Auto
Single
View
80%
(PG 215)
Auto
Single
View
100%
(PG 215)
Auto
(PG 211)
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
-5
Close
Total
-5
Stock
Notes
Armor
Item
Type
Armor
Dodge
Initiative
Armor
Stock
Total
Notes
Miscellaneous Items
Type
Skill
Researcher
Connection
<Info:
Academics>
Dice +2
Official's Favor
Connection
<Info:>
Total
Item
Stock Notes
Combo
Name
Butterfly's Dream
Condition Combination
Under
100%
3+4
Dice
Timing
Skill
DFCLTY
Target
RNG
Encroach
Major
<RC>
Auto
Area
(Select)
Close
Critical
Atk
None
Over
100%
Notes
Combination
Timing
Skill
DFCLTY
Target
RNG
Encroach
3+4
Major
<RC>
Auto
Area
(Select)
Close
Dice
None
Critical
Atk
Notes
Min. 80% rate. Target's Crit. Value -1, Dice +8.
2x each Scenario
49
James Ling (order #6536296)
Double Cross
Roleplaying Game
50
James Ling (order #6536296)
Character section
Name
Bloody Bullet
Syndrome
Bram Stoker
Breed
Cross
Stats
Body
Sense
Melee
Ranged
Dodge
Ride: 4-Wheel
Perception
Art:
Ride:
Sub-Syndrome
Morpheus
Max HP
25
Stock Pt.
Saving
Detective
Social
Negotiation
RC
Will
Art:
Detective
Work
Mind
4
1
Cover
Procure
Knowledge:
Info: Underworld
Knowledge:
Info: Police
17
Initiative
22
Move
Dash
1
2
1
44
Power
No
Name
Lv Timing
Skill
Major
Syndrome
(PG 219)
(PG 129)
Weapon
(PG 129)
Close
(PG 172)
Weapon
(PG 171)
Area
2 Bloody Banquet
Major
3 Destructive Arrow
Major
<Ranged> Opposed
4 Hundred Guns
Minor
5 Penetrate
Major
Auto
Self
<Melee>
<Ranged> Opposed
Weapon
Item
Hundred Guns
Type
Skill
Acc.
Atk. Power
LV+4
LV+4
Dodge
Initiative
Ranged <Ranged>
Total
Guard
RNG
Stock
Notes
30M
Armor
Item
Reinforced Clothing
Type
Armor
Stock
Armor
Total
Notes
Miscellaneous Items
Item
Type
Skill
Stock Notes
Police
Dice +2
Informant
Dice +2
Total
Combo
Name
Bloody Bullet
Condition Combination
Under
100%
Over
100%
1+3+5
Timing
Major
DFCLTY
Target
RNG
Encroach
<Ranged> Opposed
Skill
Single
30M
Dice
Critical
Atk
11
Combination
Timing
1+3+5
Major
Skill
Notes
Ignores [Armor] stat. Use after Hundred Guns
is used. Pay 2HP.
DFCLTY
Target
RNG
Encroach
<Ranged> Opposed
Single
30M
Dice
Critical
Atk
12
Notes
Ignores [Armor] stat. Use after Hundred Guns
is used. Pay 2HP.
51
James Ling (order #6536296)
Double Cross
Roleplaying Game
52
James Ling (order #6536296)
Character section
Name
World Hunter
Syndrome
Balor
Breed
Cross
Stats
Body
Ranged
Dodge
Ride: 4-Wheel
Perception
Art:
Ride:
Black Dog
Sense
Melee
Sub-Syndrome
Max HP
28
1
1
Procure
Knowledge:Mechanics
Saving
Journalist
Negotiation
14
Initiative
Info: Web
Info: Underworld
Knowledge:
Stock Pt.
Work
Social
RC
Will
Art:
Journalist
Mind
4
1
Cover
19
Move
Dash
1
2
38
Power
No
Name
Lv Timing
1 Concentrate: Balor
Major
2 Giant's Axe
Major
3 Quick Blade
Major
4 Repulsion Arrow
Minor
5 Weapon Link
Major
Skill
Syndrome
<Melee>
<Ranged> Opposed
<Melee>
<Ranged> Opposed
Auto
Self
<Melee>
<Ranged> Opposed
(PG 219)
Weapon
(PG 109)
Weapon
(PG 109)
Close
(PG 113)
Weapon
(PG 118)
Weapon
Item
Repulsion Arrow
Type
Skill
Acc.
Atk. Power
-1
LVx2
-1
LVx2
Dodge
Initiative
Ranged <Ranged>
Total
Guard
RNG
Stock
Notes
View
Armor
Item
Type
Armor
Stock
Notes
Total
Miscellaneous Items
Item
Hacker
Type
Skill
Connection
<Info: Web>
Stock Notes
1
Total
Dice +2
Combo
Name
Dark Destroyer
Condition Combination
Under
100%
1+2+3+5
Dice
Timing
Major
Skill
Target
RNG
Encroach
Single
View
10
Critical
Over
100%
DFCLTY
<Ranged> Opposed
8
Combination
Timing
1+2+3+5
Major
Atk
11
Skill
Notes
Use after Repulsion Arrow is used.
DFCLTY
Target
RNG
Encroach
<Ranged> Opposed
Single
View
10
Dice
Critical
Atk
Notes
16
53
James Ling (order #6536296)
Double Cross
Roleplaying Game
54
James Ling (order #6536296)
Character section
Name
Ruby Eyes
Syndrome
Balor
Breed
Tri
Stats
Body
Ranged
Dodge
Ride:
Perception
Art:
Ride:
Art:
Max HP
29
Stock Pt.
Sense
Melee
Sub-Syndrome
RC
Will
Saving
Elementary School
Student
Work
Renegade Being C
Mind
Cover
Social
4
1
Negotiation
Procure
Knowledge:
Info: UGN
Knowledge:
Info: Underworld
13
Initiative
18
Move
Dash
1
1
1
2
36
Power
No
Name
Lv Timing
1 Concentrate: Balor
Major
2 Anticipation of Battle
Setup
3 Black Hammer
Major
4 Repulsion Jump
Minor
5 Bloody Net
Major
6 Humanity's Neighbor
7 Origin: Legend
Skill
(PG 219)
Close
(PG 98)
View
(PG 108)
(PG 108)
Syndrome
Auto
<RC>
Self
Opposed
Auto
Self
Close
Opposed
Area
(Select)
View
1 Constant
Auto
Self
Close
Auto
Self
Close
<RC>
Minor
(PG 129)
RB
(PG 224)
RB
(PG 225)
Weapon
Item
Fists
Acc.
Atk. Power
Guard
RNG
Melee <Melee>
Type
Skill
-5
Close
Total
-5
Stock
Notes
Armor
Item
Reinforced Clothing
Type
Dodge
Initiative
Armor
Stock
Armor
Total
Notes
Miscellaneous Items
Item
Type
Skill
Official's Favor
Connection
<Info:>
Stock Notes
1
Total
Combo
Name
Fearsome Ruby
Condition Combination
Under
100%
Over
100%
1+3+5
Timing
Skill
DFCLTY
Major
<RC>
Opposed
Dice
Critical
Atk
Timing
Skill
DFCLTY
Major
<RC>
Opposed
Atk
10
RNG
Encroach
View
1+3+5
Critical
Area
(Select)
Notes
Combination
Dice
Target
Target
Area
(Select)
RNG
Encroach
View
Notes
Deals Bad Status Rigor. Cannot target Close].
2x each Scene.
55
James Ling (order #6536296)
Double Cross
Roleplaying Game
Personal Data
-What is Personal Data?Personal Data is the background information for a character. This data gives
details on a characters profile, background and social network. This data is usually
created right after a characters stats have been created. While Personal Data has
little impact on battles, it is still an important part of a character.
Life History
Life History details the past of a character. It will tell a person what kind of
life a character has led and who he has met along the way. Players will make selections from charts and fill in the appropriate box on their character sheets. The entries
to fill in and their corresponding charts are as follows:
56
James Ling (order #6536296)
Character section
Encounter (Page 67)
The Encounter entry lists a NPC that the character has crossed paths with.
Unlike the Origin and Experience entries, the Encounter entry specifically lists a NPC
and specifies the relationship the character has with that NPC.
Creating Loises
Every player character will have special bonds with certain people. These
special bonds are called Loises and are the relationships that will ultimately give
a character the willpower needed to fight back the Renegade virus and its invasive
nature.
When creating Life History, a player will have received recommendations for
three different Loises, one of which will be for a NPC. These three recommendations
will form a characters Lasting Loises.
57
James Ling (order #6536296)
Double Cross
Roleplaying Game
This section will explain how a Lois is created. This process is used both during character creation and in-game. For more on Loises and their in-game use, refer
to pages 275 to 278.
Creating a Relation
When creating a Lois, start by deciding the relationship between the two
characters. Is the person the character shares a bond with a friend, a family member,
or an enemy?
For Lasting Loises, it may be best to use the Recommended Lois Relationships that were acquired when ROC-ing Life History. However players may choose to
create relationships that better suit their characters if they so wish.
Creating a Name
Next, name that person that a Lois is being created for. If a name does not
come to mind, leave the box empty for the moment and move on. For the Lois that
was received from Encounter, write down the name of the NPC.
Selecting Emotions
Each Lois created will need one positive and one negative emotion attached
to it. These emotions represent what a player character thinks of the Lois. Refer to
the Emotion charts on pages 70 and 71 and ROC each chart.
Next, decide which emotion will be conscious and which one will be subconscious. Relationships can be complicated and Loises will reflect this complexity of
feelings. Once decided, check the box next to the emotion.
Having an emotion hidden away is not necessarily wrong. A person will act
one way to a certain person, but may have certain issues hidden away. For example,
a man could feel friendship towards his fellow man, but could secretly feel inferiority
when dealing in certain fields of knowledge.
58
James Ling (order #6536296)
Character section
Miscellaneous Character Information
This section deals with miscellaneous character information that the player
freely create. The player may have his character be any age, physical build, and gender. Players using sample characters may the change whatever background information that they gathered from the sample illustrations instead of just copying it.
For players that are not comfortable with role-play, it is recommended that
they first role-play a character of the same age and gender.
59
James Ling (order #6536296)
Double Cross
Roleplaying Game
60
James Ling (order #6536296)
Character section
61
James Ling (order #6536296)
Double Cross
Roleplaying Game
Origin Chart
1D100
Result
Explanation
You do not have a family.
Recommended
Lois
01 - 05
Alone
06 - 10
Absent Parent
11 - 15
Foster Parents
16 - 20
Secret Society
Society Member
21 - 25
Political Power
Father(Mother)
26 - 30
Powerful Bloodline
Personal Tutor
31 - 35
Investor
Father(Mother)
36 - 40
Celebrity
Father(Mother)
41 - 45
Brother
Confidant
Father(Mother)
Foster Parent
Brother
46 - 50
Sister
Sister
51 - 55
Noble Family
Father(Mother)
56 - 60
Understanding
Parents
Father(Mother)
61 - 65
Poor
66 - 70
Hated Child
71 - 75
Anticipated Child
76 - 80
Stable Household
81 - 85
Estranged Relatives
86 - 90
Siblings
91 - 95
Twin
96 - 100
Criminal Parent
62
James Ling (order #6536296)
Friend
Relative
Family
Father(Mother)
Relative
Brothers and
Sisters
Twin
Father(Mother)
Character section
Result
01 - 05
Common
06 - 10
Eternal Farewell
11 - 15
Long
Hospitalization
16 - 20
Accident
21 - 25
Explanation
You lived an unsuspecting life.
Someone important is gone forever.
You were hospitalized for a long time.
Recommended
Lois
Classmate
Your First Friend
Doctor
Savior
Doctor
26 - 30
Loss
Old Friend
31 - 35
Bloodshed
The Deceased
36 - 40
News
41 - 45
Overseas Life
46 - 50
Major Success
Rival
51 - 55
Trauma
Mother
56 - 60
Escape
Gjaum
61 - 65
First Love
That Special
Someone
66 - 70
Transfer Student
71 - 75
Drastic Change
76 - 80
Small Honor
81 - 85
Major Failure
86 - 90
Friendship
91 - 95
Promise
96 - 100
Amnesia
Journalist
Foreign Friend
Classmate
Childhood Friend
A Rival
Teammate
Best Friend
Person you Swore to
A Certain Someone
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Double Cross
Roleplaying Game
Result
01 - 05
Common
06 - 10
Eternal Farewell
11 - 15
Long
Hospitalization
16 - 20
Marriage
21 - 25
Explanation
You lived an unsuspecting life.
Recommended
Lois
Coworker
Father
Friend
Spouse
Doctor
26 - 30
Loss
Old Friend
31 - 35
Victim
Culprit
36 - 40
News
41 - 45
Overseas Life
46 - 50
Major Success
51 - 55
Parenthood
56 - 60
Career Success
61 - 65
First Love
66 - 70
Busy Life
71 - 75
Blank Time
76 - 80
Major Fallout
81 - 85
Insulted
86 - 90
Ally
91 - 95
Forbidden Love
96 - 100
Amnesia
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Coworker
Foreign Friend
Partner
Child
Boss
That Special
Someone
Business Contact
Mother
Friend
Rival
Best Friend
Lover
A Certain Someone
Character section
Result
Explanation
01 - 05
Useless
06 - 10
Eternal Farewell
11 - 15
Long
Hospitalization
16 - 20
Major Accident
Victim
21 - 25
Doctor
26 - 30
Loss
31 - 35
Crime
Recommended
Lois
Neighbor
Best Friend
Nurse
Ally
Culprit
36 - 40
Headline News
Journalist
41 - 45
Betrayal
Peer
46 - 50
Dumb Luck
Subordinate
51 - 55
Legend
Witness to the
Legend
56 - 60
Spiraling Life
Dealer
61 - 65
Love
66 - 70
Dangerous
Work
71 - 75
Endless Fighting
76 - 80
Everlasting Pain
81 - 85
Defeat
86 - 90
Breakdown
91 - 95
Lone Wolf
96 - 100
Amnesia
That Special
Someone
Business Contact
Enemy
The Person Suffering
Rival
The Forgotten Party
Adversary
A Certain Someone
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Double Cross
Roleplaying Game
Result
Explanation
You swear allegiance to the UGN.
Recommended
Lois
01 - 05
Loyalty
06 - 10
Rampage
UGN Agent
11 - 15
Lab Rat
Researcher
16 - 20
Emotional
Barriers
Instructor
21 - 25
Allys Death
26 - 30
Personal Secrets
31 - 35
Back-stabbing
36 - 40
Betrayal
41 - 45
Desire
for Normality
46 - 50
Rejecting the
Norm
51 - 55
Amnesia
56 - 60
Desertion
Superior Officer
Ally
Superior Officer
The Betrayed Person
Enemy
Peer
Friend
A Certain Someone
Rival
61 - 65
Veteran
Trainees
66 - 70
Support
Peer
71 - 75
Enemy
Organization
76 - 80
Surrogate Parent
81 - 85
Major Victory
Newbie
Partner
Gjaum
86 - 90
Wet Works
91 - 95
Major Mistake
96 - 100
Fear
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FH Agent
UGN Leadership
Character section
Encounter Chart
Person
Reference
Ayame
Shikishima
Pg. 341
Tsubaki
Tamano
Pg. 340
Protector
Yugo
Kiritani
Pg. 338
16 - 20
Benefactor
Therese
Blum
Pg. 340
21 - 25
Master
Yugo
Kiritani
Pg. 338
26 - 30
Unsettled
Score
Johan C.
Caudwell
Pg. 338
31 - 35
Nice Guy
Shusei Tani
Pg. 342
36 - 40
Family
Satsuki
Kamishiro
Pg. 342
41 - 45
Friend
Ayame
Shikishima
Pg. 341
46 - 50
Comrade
Therese
Blum
Pg. 340
51 - 55
Business
Satsuki
Kamishiro
Pg. 342
56 - 60
Peer
Tsubaki
Tamano
Pg. 340
61 - 65
Memory Gap
Alfred J.
Caudwell
Pg. 338
66 - 70
Admiration
Yurika
Himemiya
Pg.339
71 - 75
Debt
Mia
Nekokawa
Pg. 341
76 - 80
Endearment
Therese
Blum
Pg. 340
81 - 85
Unbreakable
Ties
Kyoji
Kasuga
Pg. 339
86 - 90
Secrets
Rosa
Baskervilles
Pg. 339
91 - 95
Rival
Takemichi
Kurosaki
Pg. 342
96 - 100
Murderous
Intent
Soichi Iba
Pg. 341
101
Free
Any
N/A
1D100
Result
01 - 05
Self
06 - 10
Teacher
11 - 15
Explanation
You see yourself in this person
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Double Cross
Roleplaying Game
Awakening Chart
1D10
Result
Explanation
Base
Encroachment
Death
18
Anger
17
Experimentation
You were chosen from many candidates to receive power. You are the one success among
many failures.
16
Infection
14
Yearning
17
Unknown
You always had powers. Its origins are a mystery, but you feel a certain sense of destiny.
15
Sacrifice
16
Orders
15
Forgotten
17
SelfImprovement
14
10
Repentance
18
11
Birth
You were born with power. You thought nothing of it, until the people around you started
to fear you.
17
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Character section
Impulse Chart
1D10
Result
Explanation
Base
Encroachment
18
17
Hunger
Theres a hole in your heart that cannot no matter what you eat. You will stop at nothing to fill
this hole.
14
Slaughter
18
Destruction
16
Torture
15
Distaste
15
Battle Lust
16
Delusions
14
Self-Mutilation
16
10
Fear
17
11
Hatred
18
Release
Bloodsucking
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Double Cross
Roleplaying Game
Emotion
Admiration
Explanation
01 - 05
Curiosity
06 - 10
Aspiration
11 - 15
Respect
16 - 20
Fellowship
21 - 25
Kindness
26 - 30
Approval
31 - 35
Love
36 - 40
Friendship
41 - 45
Idolization
46 - 50
Sympathy
51 - 55
Dying Wishes
56 - 60
Protection
61 - 65
Euphoria
You feel a sense of happiness when you are with the other
person.
66 - 70
Trust
71 - 75
Infatuation
The other person reminds you the people that have passed
away.
76 - 80
Affinity
81 - 85
Sincerity
86 - 90
Good Will
91 - 95
Potential
96 - 100
Earnestness
101
Nostalgia
102
Free
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Character section
Emotion
Contempt
Explanation
01 - 05
Annoyance
06 - 10
Threat
11 - 15
Jealousy
16 - 20
Remorse
21 - 25
Fear
26 - 30
Anxiety
31 - 35
Inferiority
36 - 40
Alienation
41 - 45
Shame
46 - 50
Pity
51 - 55
Favoritism
56 - 60
Hatred
61 - 65
Reservation
You feel that you will never understand the other person.
66 - 70
Repugnance
71 - 75
Suspicion
You fee the other person may not be who he seems to be.
76 - 80
Loathing
81 - 85
Distrust
86 - 90
Discomfort
91 - 95
Anger
96 - 100
Enmity
101
Apathy
You feel the need to not get involved with the other person.
102
Free
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Double Cross
Roleplaying Game
Construction
Construction Steps
1 Select Syndrome
2Syndrome
Select1
(Pg xx)
Select Work/Cover
3 Calculate Stats
4 Acquire Powers
5 Select Skills
6 Acquire Items
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Character section
-Step 1: Select a SyndromeSyndromes are the twelve different categories that that Renegade Powers
are separated into. A character may have a max of three different Syndromes. This
selection will determine the kind of Powers a character can acquire. Refer to page 21
for a summary of each individual Syndrome.
Select a Breed
First, select the characters Breed. Breed determines how many Syndromes
a character has, which ultimately determines how many ability sets a character has.
Players may select one of the following three Breeds:
Pure-Breed: An Overed with only one Syndrome. A specialized character type that
will receive bonuses towards his single Syndrome.
Crossbreed: An Overed with two different Syndromes. A balanced character type
that receives no particular bonuses or penalties.
Tri-Breed: A new type of Overed that has only recently started appearing. Tri-Breeds
have three Syndromes, but will be unable to acquire certain types of abilities.
Bonuses and restrictions will be explained in Step 4. For now, fill in the character with the selected Breed and move on.
Select Syndromes
Select Syndromes. Syndromes are the character classes of Double Cross and
determine a characters starting Stats and Skills.
The number of Syndromes a character may acquire depends on his Breed.
Pure-Breeds can only choose one Syndrome, Crossbreeds can choose two, and Tribreeds can select three. The same Syndrome cannot be selected more then once.
Fill in the character sheet with the selected Syndromes.
-Step 2: Select a Work and CoverSelect the characters Work. Work is the data that represents what a character does for a living and will affect his starting Stats and Skills. Select a Work entry
from the Work charts on pages 76 and 77 and write the selection onto the character
sheet.
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Double Cross
Roleplaying Game
Next, select a Cover. Unlike Work, Cover has no data whatsoever. Players
may select their Cover from the Work charts or create an original Cover that is representative of the characters background. However, the Scenario may require that a
character have a certain Cover, so check with the GM. Once done, fill in the character
sheet.
Body
Sense
Mind
Social
Angel Halo
Balor
Black Dog
Bram Stoker
Chimaera
Exile
Hanuman
Morpheus
Neumann
Orcus
Salamandra
Solaris
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James Ling (order #6536296)
Character section
-Step 3: Calculate StatsStats represent a characters vitality, sharpness of sense, strength of mind
and social ability in a numerical form. In general, these Stats will determine how
many dice a character can roll for a Skill check. Refer back to page 22 for more on
Stats. A characters Stats are determined by his Syndromes and Work and will be
calculated in the following manner:
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Double Cross
Roleplaying Game
Work Chart 1
Occupation
Stat
Skill 1
[Sense]
<Perception>2
<Will>
<RC>
<Info:Rumor>
[Sense]
<Perception>
<Will>
<RC>2
<Info:Rumor>
[Body]
<Dodge>
<Perception>
<RC>2
<Info:Rumor>
Delinquent
[Body]
<Melee>
<Ride:__>2
<Perception>
<Will>
<Info:Underworld>
College Student
[Mind]
<Dodge>
<Ride:__>2
<Will>
<Knowledge:__>2
<Info:Academics>
Part-Timer
[Body]
<Melee>
<Ride:__>2
<Will>
<Knowledge:__>2
<Info:Internet>
Teacher
[Mind]
<Ride:__>2
<Knowledge:__>2
<Negotiation>
<Procure>
<Info:Academics>
House Husband/Wife
[Social]
<Art:__>2
<Will>
<Negotiation>2
<Info:Rumor>
UGN Child A
[Body]
<Melee>2
<Dodge>
<RC>
<Info:UGN>
UGN Child B
[Sense]
<Dodge>
<Ride:__>2
<RC>
<Info:UGN>
UGN Child C
[Mind]
<Dodge>
<Will>
<RC>2
<Info:UGN>
UGN Agent A
[Body]
<Melee>
<Dodge>
<RC>
<Procure>
<Info:UGN>
UGN Agent B
[Sense]
<Range>
<Perception>
<RC>
<Procure>
<Info:UGN>
UGN Agent C
[Mind]
<Will>
<RC>
<Knowledge:__>2
<Procure>
<Info:UGN>
UGN Agent D
[Social]
<Perception>
<Negotiation>
<RC>
<Procure>
<Info:UGN>
[Body]
<Melee>
<Dodge>
<Ride:__>2
<Procure>
<Info:UGN>
[Sense]
<Dodge>
<Range>
<Perception>
<Procure>
<Info:UGN>
[Mind]
<RC>
<Will>
<Knowledge:__>2
<Procure>
<Info:UGN>
[Social]
<Will>
<Negotiation>
<Procure>2
<Info:UGN>
Detective
[Sense]
<Ride:__>2
<Range>
<Perception>
<Procure>
<Info:Underworld>
Forensics Officer
[Mind]
<Ride:__>2
<Perception>
<Procure>
<Knowledge:__>2
<Info:Underworld>
Defense Attorney
[Social]
<Ride:__>2
<Will>
<Knowledge:__>2
<Negotiation>
<Info:Underworld>
National Guardsman
[Sense]
<Melee>
<Dodge>
<Ride:__>2
<Range>
<Info:Military>
Mercenary
[Body]
<Melee>
<Ride:__>2
<Range>
<Perception>
<Info:Military>
Researcher
[Mind]
<Perception>
<Knowledge:__>4
<Procure>
<Info:Academics>
Professor
[Social]
<Ride:__>2
<Will>
<Knowledge:__>2
<Negotiation>
<Info:Academics>
Nurse
[Body]
<Perception>
<Will>
<Knowledge:__>2
<Negotiation>
<Info:Academics>
Doctor
[Social]
<RC>
<Will>
<Knowledge:__>4
<Info:Academics>
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Skill 2
Skill 3
Skill 4
Skill 5
Character section
Work Chart 2
Occupation
Politician
Stat
[Social]
Skill 1
<Will>
Skill 2
<Negotiation>2
Skill 3
<Procure>
Skill 4
<Info:Underworld>
Skill 5
-
Businessman
[Mind]
<Ride:__>2
<Will>
<Negotiation>
<Procure>
<Info:Internet>
Executive
[Social]
<Ride:__>2
<Will>
<Procure>2
<Info:Internet>
Night Entertainment
[Mind]
<Will>2
<Perception>
<Negotiation>
<Info:Rumor>
Shop Owner
[Social]
<Ride:__>2
<Will>2
<Procure>
<Info:Rumor>
Religious Person
[Social]
<Will>
<Perception>
<Negotiation>2
<Info:Rumor>
Private Investigator
[Mind]
<Ride:__>2
<Perception>
<Will>
<Info:__>3
Bodyguard
[Body]
<Melee>
<Dodge>
<Ride:__>2
<Perception>
<Info:Underworld>
Driver
[Body]
<Ride:__>4
<Will>
<Negotiation>
<Info:Rumor>
Yakuza
[Body]
<Melee>
<Ride:__>2
<Will>
<Procure>
<Info:Underworld>
Mafia
[Sense]
<Ride:__>2
<Range>
<Procure>
<Negotiation>
<Info:Underworld>
Thief
[Sense]
<Dodge>
<Ride:__>2
<Perception>
<Knowledge:__>2
<Info:Underworld>
Negotiator
[Social]
<Will>
<Negotiation>
<Procure>
<Info:__>3
Assassin
[Sense]
<Melee>
<Ride:__>2
<Range>
<Knowledge:__>2
<Info:Underworld>
Fortune Teller
[Mind]
<Perception>
<Art:__>2
<Will>
<Negotiation>
<Info:Rumor>
Artist
[Mind]
<Perception>
<Art:__>2
<Will>2
<Info:Internet>
Singer
[Sense]
<Art:__>2
<Will>
<Knowledge:__>2
<Negotiation>
<Info:Internet>
Actor
[Social]
<Art:__>2
<Will>
<Knowledge:__>2
<Negotiation>
<Info:Internet>
Stage Magician
[Sense]
<Dodge>
<Perception>
<Art:__>2
<Knowledge:__>2
<Info:Rumor>
Athlete
[Body]
<Dodge>2
<Perception>
<Will>
<Info:Rumor>
Martial Artist
[Body]
<Melee>2
<Dodge>
<Perception>
<Info:Rumor>
Journalist
[Mind]
<Ride:__>2
<Perception>
<Knowledge:__>2
<Negotiation>
<Info:Internet>
Announcer
[Social]
<Art:__>2
<Will>
<Negotiation>2
<Info:Internet>
Programer
[Social]
<Ride:__>2
<Will>2
<Knowledge:__>2
<Info:Internet>
Hacker
[Mind]
<Knowledge:__>2
<Negotiation>
<Procure>
<Info:Internet>2
<Info:Underworld>
[Body]
<Melee>
<Dodge>
Perception
<Procure>
<Info:Rumor>
Informant
[Social]
<Dodge>
<Perception>
<Knowledge:__>5
Spy
[Sense]
<Dodge>
<Perception>
<Negotiation>
<Procure>
<Info:Military>
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Double Cross
Roleplaying Game
Initiative
Initiative represents how light and agile a character is. In battle, Initiative
determines the order in which players take turns.
The formula for Initiative is Initiative=([Sense] x 2) + [Mind].
-Step 4: Select PowersPowers are the special abilities given by the Renegade Virus and are the basis of the Overeds superpowers. When creating a character, players will select Powers
from their chosen Syndromes and the Common Powers list.
Pure-Breed
Pure-Breeds are allowed to level up their Syndromes Powers two levels past
the set Max Level. For example, if a Powers Max Level is three, a Pure-Breed can
level that Power up to five. In addition, Pure-Breed may acquire Powers that are only
for Pure-Breeds.
Crossbreed
When leveling up their Syndromes Powers, Crossbreeds can only go up to
the set Max Level. However, they may not acquire Powers that are restricted to PureBreeds.
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Character section
Tri-Breed
Tri-Breeds can only level their Syndromes Powers up to the Max Level minus
one. This means a Power with a Max Level of three can only be leveled up to two.
Powers that have a Max Level of 1 are not subject to this penalty.
Powers that require an Encroachment Rate of 100% to use and Powers
restricted to Pure-Breeds may not be acquired by Tri-Breeds. Finally, any Power under
the Sub-Syndrome that requires an Encroachment Rate of 80% may not be acquired
by Tri-Breeds.
Selecting Powers
After acquiring mandatory Powers, players may acquire more abilities in the
following manner:
1) Select four different Powers from your chosen Syndromes and the Common Powers list. Each Power selected will start at level one.
2) Players now get two free points, which can be used to add levels to the selected
Powers. Each point is worth one level. The player may spend the points on one Power
or two different ones. New Powers may not be acquired. Any unused free points will
be discarded.
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Double Cross
Roleplaying Game
-Step 5: Select SkillsSkills represent the expertise and knowledge a character has. Skills are managed with a level system and naturally higher levels will represent a higher degree of
competence. When preforming tasks that require these Skills, a higher level will help
achieve better results. Essentially, each level in a Skill will add one point to the score
of a corresponding check.
Skills are acquired in the following manner. Refer to page 22 for a detailed
explanation of each Skill and its effects.
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Character section
-Step 6: Stock ItemsDuring this step, players will select what Items their characters have at their
disposal. These items can be anything from clothing and cellphones to houses and
cars.
Equipping Items
Any weapons or armor a player acquires should be recorded in the appropriate Equipment lists. Characters can only equip up to two weapons, one piece of
armor, and one piece of armor that has an asterisk next to its name (i.e. Armor*) at
any given time.
Note that each character starts out with the weapon Fists.
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Double Cross
Roleplaying Game
Move
The Move stat is the distance measured in meters that a character by performing a Move. A Move requires the use of a Minor Action(page 286). One meter is
equal to about one yard.
The formula for Move is: Move=([Initiative]+5) meters
Dash
The Dash is the distance a character can cover with a Dash, which requires
a Major Action (page 287). The Dash stat is always double the Move stat. If there is
ever a change to the Move stat, recalculate the Dash stat as well.
-End of ConstructionThis is the end of the Construction character creation method. A character
will be complete once Personal Data (page 56) is created.
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Character section
FULL SCRATCH
Players that wish to have full control over their characters creation may
choose to build a character from scratch. Full Scratch allows for more freedom over
a characters image, but is much more complicated compared to Construction. The
differences between Full Scratch and Construction will be pointed out as the steps are
laid out.
Full Scratch gives players a set amount of experience points that may be
used to freely select any number of Powers or created specialized characters. Players that are not familiar with the systems of Double Cross should not attempt this
method of stat generation.
The steps for Full Scratch are as follows:
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Double Cross
Roleplaying Game
-Leveling Skills
Each Skill requires a different amount of experience points to level up.
Level
Level
Level
Level
is
is
is
is
01
11
21
31
to 10
to 20
to 30
or above
Level
Level
Level
Level
is
is
is
is
01
11
21
31
to 10
to 20
to 30
or above
-Acquiring Powers
The experience points needed to acquire new Powers or level up existing
ones are as follows:
Acquire a new Power
Level up a Power
Acquire a Simple Power
Level up a Simple Power
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James Ling (order #6536296)
15 EXP
5 EXP per level
2 EXP
2 EXP per level
Character section
-Creating Renegade BeingsIn Double Cross, a character is defined as a Renegade Being when he has
the proper Work. As such, players must select a Work from the special Renegade Being Work chart. In addition, Renegade Being characters automatically acquire certain
Powers and must use special Life History charts. Other than these restrictions, creating a Renegade Being is no different from creating a normal character.
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Double Cross
Roleplaying Game
Mandatory Powers
Renegade Beings will automatically acquire both <Humanitys Neighbor>
and <Origin:> during character creation. Each Power will start at level one.
Both these Powers disregard Breed restrictions and may be raised to the set
max level. However, the Pure-breed bonus also does not apply, meaning that these
Power may only be raised to the set max level. The cost of raising these Powers is the
same as regular Powers.
Stat
Renegade Being A
[Body]
<Melee>
<Dodge>
<Range>
<Will>
<Info:UGN>
Renegade Being B
[Sense]
<Melee>
<Range>
<Perception>
<Will>
<Info:UGN>
Renegade Being C
[Mind]
<Perception>
<RC>
<Will>
<Negotiation>
<Info:UGN>
Renegade Being D
[Social]
<Dodge>
<RC>
<Will>
<Negotiation>
<Info:UGN>
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Skill 1
Skill 2
Skill 3
Skill 4
Skill 5
Character section
Recommended
Lois
1D100
Result
01 - 05
False Home
06 - 10
Interest in
Humanity
11 - 15
Renegade Family
Siblings
16 - 20
Half a Being
The Other Me
21 - 25
Sudden Awakening
26 - 30
Artificial Life
31 - 35
Ancient Memories
Ally
36 - 40
Test Subject
Researcher
41 - 45
Missing Emotions
Friend
46 - 50
Watcher
51 - 55
Reincarnation
56 - 60
Lone Soul
61 - 65
Duty
66 - 70
Last Hope
71 - 75
Father(Mother)
Friend
Ally
Researcher
Ally
The Other Me
Confidant
Comrade
Ally
Forced Release
Ally
76 - 80
Hibernation
Researcher
81 - 85
Mother Earth
86 - 90
Space Life
91 - 95
Watched from
Above
96 - 100
Mysterious Birth
Animals
Friend
Protector
Confidant
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Double Cross
Roleplaying Game
Result
Explanation
Recommended
Lois
01 - 05
A Happy
Moment
Father(Mother)
06 - 10
Journey
Friend
11 - 15
Revealing
Friend
16 - 20
Harsh
Environment
Ally
21 - 25
Research
Institution
26 - 30
Loss
Ally
31 - 35
Studying
Humanity
Humanity
36 - 40
Meeting Fellow
Beings
41 - 45
Death and
Revival
46 - 50
Separation
51 - 55
Invitation
56 - 60
Target
61 - 65
Limelight
Gawkers
66 - 70
Best Friend
Best Friend
71 - 75
Mental Agony
Friend
76 - 80
Secret
Ally
81 - 85
Suspension
of Life
86 - 90
Organization
Member
91 - 95
Days of
Slaughter
Avenger
96 - 100
Amnesia
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Researcher
Ally
Doctor
Ally
Scout
Researcher
Caretaker
Character section
Reference
Nagi
Sakatsuki
Pg. 343
Teacher
Cesario
Pg. 344
11 - 15
Protector
Yurika
Himemiya
Pg. 339
16 - 20
Benefactor
Wakana
Yaegashi
Pg. 344
21 - 25
Master
Yugo
Kiritani
Pg. 338
26 - 30
Unsettled
Score
Jyunji
Shigano
Pg. 345
31 - 35
Nice Guy
Takashi
Minesaki
Pg. 345
36 - 40
Family
Satsuki
Kamishiro
Pg. 342
41 - 45
Friend
Takeshi Aiba
Pg. 344
46 - 50
Comrade
Jyunji
Shigano
Pg. 345
51 - 55
Business
Takashi
Minesaki
Pg. 345
56 - 60
Peer
Cesario
Pg. 344
61 - 65
Memory Gap
Kyoka
Tsuzuki
Pg. 342
66 - 70
Admiration
Wakana
Yaegashi
Pg. 344
71 - 75
Debt
Shusei Tani
Pg. 342
76 - 80
Endearment
Therese
Blum
Pg. 340
81 - 85
Unbreakable
Ties
Tiger Eye
Pg. 343
86 - 90
Secrets
Rosa
Baskervilles
Pg. 339
91 - 95
Rival
Nagi
Sakatsuki
Pg. 343
96 - 100
Murderous
Intent
Kyoka
Tsuzuki
Pg. 343
101
Free
Any
N/A
1D100
Result
01 - 05
Self
06 - 10
Explanation
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Double Cross
Roleplaying Game
Power Rebuild
Only a characters acquired Powers are changed. Convert all Powers back
into experience points and redistribute them. Every restriction involving Power acquirement (pages 82 and 83) still applies. Any unused points will be discarded at the
end of the Rebuild.
Work Rebuild
This Rebuild is for when there is a dramatic change in a characters background and his Work needs to be altered. The GM should only allow this when a dramatic change has occurred. An elementary school student going to middle school or
an UGN Child abandoning the UGN are examples of when a Work should be changed.
tion:
When changing a characters Work, take one of the following courses of ac-
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Character section
2)Change Work data
First, set a characters Stats and Skills back to zero. If experience points
were used to raise those Stats and Skills, temporarily return those points back to the
player. Next, take the characters Syndromes and newly selected Work and recalculate
his Stats and Skills. Finally, the player may use his returned experience points to raise
his characters Stats and Skills again. Any unused points will be discarded at the end.
When recalculating Stats, a Stat may come up as zero. In this event, the
player should spend experience points to raise the Stat to at least one. If it is impossible to have at least one point in all Stats at the end of the Rebuild, the player
should either change only the Work title or give up on rebuilding his characters Work.
Any change that would result from switching Works must be applied. However, a characters Life History is exempt from changes. A characters past cannot be
changed. Thus, even if an UGN Child character changes Works, his Life History stays
the same.
Full Rebuild
Rebuild the character from the ground-up using either the Construction or
Full Scratch character creation methods. During this Rebuild, a characters Breed,
Syndromes, Life History, and Loises cannot be changed.
All experience points used on the character will be returned to the player.
The player may redistribute these points in any way he pleases. Any unused points
will be discarded at the end of the Rebuild.
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Roleplaying Game
Syndromes
-Syndromes and PowersAs explained on page 73, Syndromes are categorizations of the different
abilities the Renegade virus offers. These abilities, called Powers, are grouped into
Syndromes based on the probability of an Overed displaying certain Powers at the
same time. For example, Overeds that display super strength are also very likely to be
able their arms into beastly claws.
Overeds will have one to three Syndromes and will be able to use the Powers that belong to their particular Syndromes. The following section will list all the
Powers that belong to each Syndrome. Each Syndrome will consist of the following
parts:
A Comic: A comic panel that portrays the Syndromes general traits.
The Syndrome Description: An explanation of a Syndromes Powers and how they
are used in the world of Double Cross.
Power Lists: The list of Powers that fall under a particular Syndrome. Refer to the
legend on the following pages when reading the data and jump to page 299 for a
more detailed explanation on using Powers.
-Simple PowersThe applications of an Overeds abilities are not limited only to battle. By
using only a small portion of their powers, Overeds can accomplish the less then
spectacular feats. These tricks are the Simple Powers of an Overed.
Simple Powers are abilities that a character use without having to raise his
Encroachment Rate. In most cases, a check is not even required. However GM may
request a check or Opposed check if he feels it is necessary.
Simple Powers do not have any battle application, but they do have the
potential to break a Scenario. As such, the GM may forbid the use of certain Simple
Powers at any time.
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Character section
Acquiring Simple Powers
A player may acquire a Simple Power from his chosen Syndromes by spending two experience points. It costs two experience points to raise a Simple Power by
one level. A characters Breed does not restrict what kind of Simple Powers he can
acquire.
About Combination Restrictions
Simple Powers may not be combined with any other Powers. This includes
other Simple Powers.
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Roleplaying Game
2)Max LV
4)Skill
Stat
A Powers maximum level. Roll the listed Stat. When
a Base Stat is listed (i.e.
[Body], [Sense], [Mind],
3)Timing
or [Social]), the player can
When a Power can be
used. Refer to page 300 for roll using any Skill that
information about combin- corresponds to that Stat.
ing Powers.
When a dash is listed, no
Action
check is required. These
These Powers must be
types of Powers may only
used as part of a characbe combined with Powers
ters Reaction, Minor, or
that also list a dash for
Major Action.
Skill.
Auto
Refer
These Powers take effect
Refer to the Powers deby just declaring them.
scription.
Refer to each Powers
description for specific
Syndrome
effects.
The Power must be combined with a Power from
Process
the same Syndrome. These
Power that list Setup or
Initiative Process must be kinds of Powers may not
be used by itself. Refer to
used during that part of a
page 304 for more inforbattle.
mation.
Constant
These Powers have an
effect that continues
throughout the session.
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5)DFCLTY
Character section
6)Target
8)Encroach
9)Restrict
10)Effect
The description of a
Powers effects. Below are
terms that will be used in
the description.
User
User is the character that
is using or has learned the
Power.
Target
The character that is affected by the Power.
Min. (N)
The lowest value that
the Critical Value can be
reduced to.
Number of Uses
Some Powers will have a
limited number of uses.
The number of allowed
uses will be reduced when
these types of Powers are
used, regardless of whether
or not the check succeeded.
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Roleplaying Game
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Character section
ANGEL
HALO
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Double Cross
Roleplaying Game
Blinding Dash
Max LV: 3 Timing: Minor
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 1 Restrict: -
Blur
Anticipation of Battle
Crystal Eyes
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Character section
Shining Blade
Miniscule Dust
Optical Lens
Light of Oblivion
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Double Cross
Roleplaying Game
Light Bow
Light of Destruction
Stardust Rain
Pinpoint Laser
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Reflecting Laser
Max LV: 5 Timing: Major
Skill: Syndrome DFCLTY: Opposed
Target: - RNG: Encroach: 2 Restrict: -
Character section
Absolute Solitude
Misdirection
Hypnotic Light
Sword of Light
Gun of Light
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Double Cross
Roleplaying Game
Glass Sword
Invisible Reaper
Gods Eye
Avatars Voice
Mirror Coat
Dodge checks that use this Power receive a + (LV) dice bonus.
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Character section
Hand of Light
Robe of Light
Flash Gaze
Multi-Image
Mirror Shield
Lights Protection
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Double Cross
Roleplaying Game
Final Flash
Judgment by Light
Black Light
Max LV: 3 Timing: Auto
Skill: - DFCLTY: Auto
Target: Single RNG: View
Encroach: 3 Restrict: Pure
Declare right after the Target performs a check. That checks score
is reduced by 5. This Power may
be used (LV) times per Scenario.
Rabbit Ears
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Character section
Spotlight
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Refer RNG: View
Encroach: - Restrict: -
Angels Palette
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Refer RNG: Close
Encroach: 3 Restrict: -
Angels Mantle
Noon Star
Forsaken Land
Hounds Nose
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Double Cross
Roleplaying Game
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Character section
BALOR
Life begins and ends in the Darkness.
Even after stepping past countless bodies, secrets still
exist in the depths of the Darkness.
...I will become Darkness. I will eat Life and drink Death.
I will be the predator of all things.
- Soichi Predator Iba, within the Darkness
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Double Cross
Roleplaying Game
Space Compression
Max LV: 3 Timing: Setup
Skill: - DFCLTY: Auto
Target: Single RNG: View
Encroach: 2 Restrict: -
Repulsion Jump
Redshift World
Black Hammer
Fist of Darkness
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Character section
Quick Blade
Giants Axe
Tyrants Law
Dark Matter
Marksman
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Double Cross
Roleplaying Game
Distorted Retribution
Void Pitfall
Repulsion Hammer
Event Horizon
Gravity Swamp
Max LV: 3 Timing: Minor
Skill: :- DFCLTY: Auto
Target: Self RNG: Close
Encroach: 3 Restrict: -
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James Ling (order #6536296)
Still Garden
Max LV: 3 Timing: Setup
Skill: - DFCLTY: Auto
Target: Sigle RNG: View
Encroach: 2 Restrict: -
Character section
Underworld Cage
Invisible Hand
Reapers Eyes
Static Space
Tyrants Arm
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Double Cross
Roleplaying Game
Rollback
Repulsion Field
Gravity Guard
Fiends Shield
Dark Spiral
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Character section
Repulsion Arrow
Demons Shadow
Time Freeze
Time Casket
The User may perform his Main Process during the Initiative Process. This
Main Process does not make the User
enter the Post-Action state and can be
performed even if the User is already in
Post-Action. However, the User loses
20 HP at the end of this Main Process.
This Power may only be used once per
Scenario and cannot be combined with
other Powers.
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Roleplaying Game
Cosmic Inflation
Max LV: 3 Timing: Setup
Skill: - DFCLTY: Target: Area(Select) RNG: Encroach: 2 Restrict: Pure
Stick
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Character section
Dimension Gate
Time Sorcerer
Deflection Sensory
Pocket Dimension
Tyrants Throne
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Roleplaying Game
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Character section
BLACK
DOG
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Double Cross
Roleplaying Game
Weapon Link
Max LV: 3 Timing: Major
Skill: <Melee><Ranged>
DFCLTY: Opposed
Target: - RNG: Weapon
Encroach: 2 Restrict: -
Attack Program
Ionocraft
Temporarily gain Flight and perform a Move. The User can travel
an extra [LV x 2] meters with this
Move.
Cyber Leg
Lightnings Blessing
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Character section
Acceleration Mechanism
Electromagnetic Induction
Lightning Fang
Electrical Convergence
Lightning Attack
Liberating Lightning
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Double Cross
Roleplaying Game
Thors Hammer
Lightning Spear
Stun Bolt
Residual Lightning
Lightning Prison
Invisible Minion
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Character section
Magnetic Barrier
Declare when Guarding. For the duration of the Guard, the User receives
a +[LV x 2] [Guard] stat bonus.
Electromagnetic Wall
Magnet Force
Metal Fusion
Awakening Electricity
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Double Cross
Roleplaying Game
Cyber Arm
Lightweight Customization
Weapon Installation
Hard-Wired
Pain Editor
Steel Horse
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Character section
Third Watch
Max Voltage
Attacks that use this Power receive a +10 Atk. Power bonus and
a -1 die penalty. This Power may
be used (LV) times per Scenario.
Barrier Cracker
Full Installation
Negate defenses.
The Target cannot Guard against an
attack that uses this Power. If a character Covers for the target, he cannot
calculate damage as if he Guarded. In
addition, ignore the targets [Armor]
stat when calculating damage. This
Power may be used (LV) times per
Scenario.
Poltergeist
Max LV: 1 Timing: Minor
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 4 Restrict: 100%
Electromagnetic-Response Armor
Max LV: 5 Timing: Auto
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 10 Restrict: 120%
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Double Cross
Roleplaying Game
Self-Destruct Mechanism
Avatar of Thunder
Flashing Plasma
Max LV: 3 Timing: Major
Skill: <RC> DFCLTY: Opposed
Target: Scene(Select) RNG: View
Encroach: 4 Restrict: Pure
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Tapping&On-Air
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Refer RNG: View
Encroach: - Restrict: -
Character section
Short
Secret Pocket
Security Cut
Electronics Master
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Double Cross
Roleplaying Game
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Character section
Bram
Stoker
Come forth, my noble blood!
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Double Cross
Roleplaying Game
Scarlet Blade
Blood Bullet
Blood Relations
Blood Control
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Character section
Bloody Attack
Destructive Arrow
Bloody Banquet
Blood Wedge
Scarlet Death
Bloody Net
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James Ling (order #6536296)
Double Cross
Roleplaying Game
Corrosive Red
Immortals Grace
The User heals himself by concentrating platelets and white blood cells
around his wounds.
Hells Coffin
Embrace
Reboot the body by deliberately stopping the heart and going into a state
of suspended animation.
Corpse
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Character section
Crimson Sword
Blood of Destruction
Crimson Armor
Red Servant
Create a Servant.
Blood Bonds
Transform a Servant.
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Double Cross
Roleplaying Game
The Voiceless
Cross Attack
The User must have a created Servant in order to use this Power. The
User selects one Servant that he
created and is still in the Pre-Action
state. The selected Servant enters
the Post-Action state. Dodge
checks against an attack that use
this Power receive a [LV x 2] dice
penalty.
Blood Warhorse
The Wise
Life Blood
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Character section
Blood Burn
Sealing Curse
Ancestral Bloodline
Army of Fools
Eternal Life
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Double Cross
Roleplaying Game
Genes of Destruction
Scarlet King
Max LV: 3 Timing: Constant
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: Pure
Dodge checks that use this Power receive a + (LV) dice bonus.
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Character section
Monstrous Cannonball
Mock Hunter
Mock Swordsman
Fools Equipment
Bat Wings
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Double Cross
Roleplaying Game
Devoted Gears
Bloodletting
Blood Sculpture
Life Representative
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Character section
Blood Reading
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Roleplaying Game
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Character section
Chimaera
Check out this face.
People would run away in fear if they see this.
Check out this arm. This thing can easily rip you apart.
...I know how this looks, but I want you to believe me.
I'm me. Im not a monster. Im human!
- A certain Overed, before being hunted down.
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Double Cross
Roleplaying Game
Hunting Style
Max LV: 3 Timing: Minor
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 1 Restrict: -
Centaur Legs
Beast Eyes
Increase agility and mobility by changing ones legs into a form thats more
suited for movement.
Complete Therianthropy
Intelligent Beast
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Character section
Hawk Wings
Skys Ruler
Eye of Argos
Beasts Strength
Nameless Blade
Lock On
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Double Cross
Roleplaying Game
Ogres Attack
Flying Debris
Blow Away
Wall of Malice
Beasts Malice
142
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Character section
Grapple
Boa Tail
Steel Body
Beasts Pride
Battle Instinct
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Double Cross
Roleplaying Game
Mars Defense
Aegis Shield
Dragon Scales
Max LV: 3 Timing: Reaction
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 3 Restrict: -
Reaming Claw
Blade of Vengeance
Max LV: 3 Timing: Auto
Skill: <Melee> DFCLTY: Opposed
Target: Single RNG: Close
Encroach: 6 Restrict: -
Horned Ogre
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Character section
Power Arm
King of Beasts
Ultimate Therianthropy
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Double Cross
Roleplaying Game
Mighty Therianthropy
Extra Arms
Max LV: 3 Timing: Major
Skill: <Melee> DFCLTY: Opposed
Target: Area(Select) RNG: Weapon
Encroach: 2 Restrict: Pure
Oceans Benediction
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This Power represents ones ability to grow gills and freely move
in the water. The User will find
both land and the water to be
like his own backyard. The User
will not take any penalties for
being in the water.
Character section
Beasts Intuition
Beasts Scent
Use sharp animal senses to detect minor changes in temperature, geomagnetism or ocean
currents. This information can be
used to predict the weather and
future natural disasters. If the
GM feels it is necessary, he may
require a <Perception> check for
this Power.
Supreme Fur
Physique Maintenance
Cat Eyes
Dormant Genes
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Roleplaying Game
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James Ling (order #6536296)
Character section
Exile
I change part of my finger into a thread,
which I then weave into my surroundings.
This thread represents my conviction.
No matter how thin it is, it will never break.
I open my eyes and notice a Gjuam on the other side.
I steel myself and declare out loud,
Youre not getting past me.
- Tsubaki Silk Spider Tamano, at an underground road in City K.
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Double Cross
Roleplaying Game
All Range
Max LV: 5 Timing: Major
Skill: <Melee><Ranged>
DFCLTY: Opposed
Target: - RNG: Weapon
Encroach: 2 Restrict: -
Elastic Arm
Ravenous Fists
Apparitions Beckoning
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Character section
Nail Sword
Piercing Arm
Reapers Needle
Ultra Bomber
Dancing Hair
Absorption
151
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Double Cross
Roleplaying Game
Entangle
Wriggling Bullet
Preta Tamer
Brain Hack
Cannibalize
152
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Character section
Serpents Moves
Wriggling Swamp
Unyielding Flock
Life Curtain
153
James Ling (order #6536296)
Double Cross
Roleplaying Game
Distorted Body
Springy Shield
Automated Tentacles
Devil String
Interrupt actions.
Bone Sword
Bone Gun
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Character section
Spiral Attack
Other-Worldly Genes
Giant Growth
Sword of Life
Transmission
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James Ling (order #6536296)
Double Cross
Roleplaying Game
Fusion
Hollow Body
Multi-Attack
Max LV: 3 Timing: Auto
Skill: - DFCLTY: Auto
Target: Single RNG: View
Encroach: 5 Restrict: Pure
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James Ling (order #6536296)
Mutants Walk
Max LV: 1 Timing: Constant
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Character section
Bizarre Fingertips
Key-Free Traveling
Mimicry Mask
Multi-Tool Fingers
Organism Infiltration
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Single RNG: Close
Encroach: 4 Restrict: -
Object Transformation
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
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Roleplaying Game
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Character section
Hanuman
What I want is Speed.
I must reach the place that exists beyond sound.
Right now, Im too slow, too far away, and too weak.
I still cant reach that special place.
But I will get there. I will catch up.
Will you wait for me there?
- Speed King, on the road during daybreak.
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Double Cross
Roleplaying Game
Angel Voice
Max LV: 3 Timing: Major
Skill: <Negotiation> DFCLTY: Auto
Target: Single RNG: View
Encroach: 4 Restrict: -
Winds Messenger
Hard Beat
Cheer
Battle Beat
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Character section
First Strike
Start Dash
Act with absolute speed. As the quickest Syndrome, Hanumans true power
lies in speed.
Shadow Run
Shadow Image
Flash
Lightning Speed
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Double Cross
Roleplaying Game
Roaring Claw
Sonic Attack
Gale Sword
Fury
Preform an attack with speed that cannot be followed with the eye. This quick
attack will be like a flash.
Kamaitachi
Energy Wave
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Character section
Oscillating Sphere
Fracturing Sound
Sonic Boom
Sirens Song
Move so fast that the resulting vacuum wave will mow down enemies.
Penetrating Attack
Earth Shaker
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Double Cross
Roleplaying Game
Raging Shout
Balance Break
Brain Shake
Acrobat
Active Sonar
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Character section
Basic Research
Primal Ways
Ripple Formation
Limit Removal
Declare right before the user performs a check. That check receives
a -1 Critical Value bonus(min. 5).
This Power may only be used once
per Scenario.
Light Speed
After Image
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Double Cross
Roleplaying Game
Rapid Beat
Speed Force
User may perform his Main Process during the Initiative Process.
When using this Power, the User
must be in the Pre-Action state.
This Power may be used (LV)
times per Scenario and cannot be
combined with another Power.
Attacks that use this Power cannot be Dodged. This Power may
be used (LV) times per Scenario.
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Distant Voice
Max LV: 10 Timing: Major
Skill: : - DFCLTY: Auto
Target: Refer RNG: View
Encroach: 1 Restrict: -
Character section
Qinggong
Bat Ears
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Dazzling Voice
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 1 Restrict: -
Air Instrument
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Refer RNG: View
Encroach: - Restrict: -
Silent Space
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Single RNG: Close
Encroach: - Restrict: -
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Roleplaying Game
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Character section
Morpheus
I can make anything I need.
Look, I just made a pretty strong weapon out of nothing.
What I want is something I cant make no matter how hard I try.
Tell me, what do I have to do in order to make happiness?
- An innocent question from Lost Child.
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Double Cross
Roleplaying Game
Customize
Max LV: 3 Timing: Major
Skill: <Melee>< Ranged>
DFCLTY: Opposed
Target: - RNG: Weapon
Encroach: 2 Restrict: -
Gigantic Mode
Reinforce
The user splits his weapon into countless blades that will cut down the average enemy.
Form Change
Lightweight Mode
The User selects one weapon other then Fists that he has equipped
or possesses. For the duration of
the Scene, the selected weapon
receives a -3 Atk. Power penalty
and a + [LV x 2] [Guard] stat bonus. This Power may only be used
once per Scene.
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Character section
Penetrate
Instant Bomb
Crystal Sword
Paralyze
Petrify
Genocide Mode
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Roleplaying Game
Infinite Weapons
Create Shield
Type: Melee
Skill: <Melee>
Acc: 0
Atk Power: + [LV + 7]
Guard: 3
Range: Close
Type: Melee
Skill: <Melee>
Acc: 0
Atk Power: 0
Guard: [LV x 2]+4 Range: Close
Hundred Guns
Double Creation
Create Armor
Sands Protection
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Character section
Sand Barrier
Sands Blessing
Declare before using Sand Barrier. The Powers Cover can now
target characters that are [LV x 10]
meters away from the User. This
Power may only be used once per
Scene.
Sand Shield
Sand Blade
Protective Sand
Heal
173
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Double Cross
Roleplaying Game
Awaken
Psychometry
Maestros Memories
Ace Driver
Vehicle Morph
Gold Alchemy
174
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Character section
Machine Morph
Perfect Control
Create an Item.
Support Device
Crystallize
Select one Base Stat when acquiring this Power. For the duration
of the Round, checks that use the
selected Base Stat receive a + [LV
x 2] dice bonus. This Power may be
used three times per Scenario.
Material Synthesis
Soul Alchemy
175
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Double Cross
Roleplaying Game
Giganto Lance
Law of Alchemy
176
James Ling (order #6536296)
Folding
Max LV: 10 Timing: Major
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Character section
Wall Bypass
Component Analysis
Texture Change
Almighty Instrument
Forgery
Ultimate Chef
177
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Double Cross
Roleplaying Game
178
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Character section
Neumann
Limits are the chains known as common sense.
You must think, observe, feel, and analyze.
You must realize that you can do this.
There is nothing your brain cannot comprehend.
Now take the first step towards greatness!
- Thus spoke Dr. Beautiful Mind
179
James Ling (order #6536296)
Double Cross
Roleplaying Game
Inspiration
Max LV: 3 Timing: Major
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 2 Restrict: -
Genius Insight
Walking Encyclopedia
Black Market
Fountain of Knowledge
180
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Character section
Tactical Decision
Fan Out
Advice
Tactics
Analyze
Support Fire
Dodge checks that use this Power receive a + (LV) dice bonus.
181
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Double Cross
Roleplaying Game
Ogreish Fighting
Mental Command
Combat System
Multi-Weapons
Variable Weapons
182
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Character section
Targeting
Critical Shot
Point-Blank Shot
Double-Duel
Any Dodge checks against an attack that uses this Power receive a
+1 Critical Value penalty. However,
this effect cannot cause the Critical Value to exceed 10. This Power
may be used (LV) times per Scene.
Surprise Hit
Guard Crush
183
James Ling (order #6536296)
Double Cross
Roleplaying Game
Breaking Point
Calculations
Recovery
Warriors Knowledge
Impenetrable Defense
Defense Support
Calmly analyze an attack from faraway and give support that will help
reduce its impact.
184
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Character section
Intercepting Bullet
Counter
Absolute Prediction
Last Action
Goddess of Victory
Mars Blessing
185
James Ling (order #6536296)
Double Cross
Roleplaying Game
Blitzkrieg
Interrupt
Undefeated Genius
Max LV: 5 Timing: Setup
Skill: - DFCLTY: Auto
Target: Scene(Select) RNG: View
Encroach: 6 Restrict: Pure
186
James Ling (order #6536296)
Code Deciphering
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Character section
Perfect Performance
Ultimate Appraisal
Photographic Memory
Metabolism Control
Doctor Dolittle
Max LV: 1 Timing: Constant
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Profiling
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
187
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Double Cross
Roleplaying Game
188
James Ling (order #6536296)
Character section
Orcus
Stop right there. Everything past that point is my Domain.
No one may touch my Domain, much less step foot into
it. Do you still want to try to come in? Are you stupid?
...Alright. Lets see how deep into my Domain
your obsession can reach.
The toll will be paid with your life.
- Satsuki Daybreak Kamishiro,
making a declaration to an invader.
189
James Ling (order #6536296)
Double Cross
Roleplaying Game
Shrinking Earth
Max LV: 5 Timing: Auto
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 2 Restrict: -
Earth Fang
Crushing Jaw
Arrow Raindrop
Animal Tamer
190
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Character section
Keystone Formation
Absolute Space
Earths Protection
Guiding Flower
Power Formation
Fairy Hand
191
James Ling (order #6536296)
Double Cross
Roleplaying Game
Domain of Domination
Formless Sword
Confusing Blow
Jamming
Thorn Constraints
192
James Ling (order #6536296)
Character section
Caged Area
Yggdrasils Leaf
Lucks Protection
Rising Earth
Distorted Domain
Domains Shield
193
James Ling (order #6536296)
Double Cross
Roleplaying Game
Domains Guardian
Obsidian Armor
Green Whip
Max LV: 5 Timing: Minor
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 3 Restrict: -
Handling
Max LV: 3 Timing: Auto
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 1 Restrict: -
Knight Rider
Domain Adjustment
194
James Ling (order #6536296)
Character section
Domains Voice
Max LV: 3 Timing: Major
Skill: : <Info:> DFCLTY: Target: - RNG: Encroach: 2 Restrict: -
Constricting Domain
Max LV: 1 Timing: Auto
Skill: <Negotiation> DFCLTY: Refer
Target: Self RNG: Close
Encroach: 5 Restrict: 80%
Overlord
Perfect World
Law of Power
Nerve Hijack
195
James Ling (order #6536296)
Double Cross
Roleplaying Game
Domain of Vengeance
Dominating Particles
Domain of Despair
Max LV: 3 Timing: Setup
Skill: - DFCLTY: Auto
Target: Scene(Select) RNG: View
Encroach: 4 Restrict: Pure
196
James Ling (order #6536296)
Machines Voice
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Refer RNG: Close
Encroach: - Restrict: -
Character section
Sharp Ears
Enhanced Growth
Earthy Gold
Telekinesis
Inject tools that exist in ones Domain with particles and remotely
move them. Select one object
that exists within the Scene and
move it to any location within
the Scene. A characters equipment and possessions cannot
be selected. If the GM feels it is
necessary, he may require a <RC>
check for this Power.
Cats Path
Invisible Domain
197
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Double Cross
Roleplaying Game
198
James Ling (order #6536296)
Character section
Salamandra
Dont fear contradictions.
To control fire, one needs icy rationale.
To control ice, one needs a fiery passion.
Elements that seem to be complete opposites actually
give birth to power when they work in harmony.
...What Im trying to say is that complete opposites
turn out be pretty good partners.
- Akira Dragon Breath Matsunawa, to her partner
and complete opposite.
199
James Ling (order #6536296)
Double Cross
Roleplaying Game
Ice Cloister
Max LV: 5 Timing: Minor
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: 2 Restrict: -
Ice Protection
Blazing Fort
Flame Blade
200
James Ling (order #6536296)
Character section
Fires Blessing
Flaming Bullets
Ice Tower
Blizzard Breath
Energy Meister
201
James Ling (order #6536296)
Double Cross
Roleplaying Game
Ice Bindings
Ice Scythe
Perform a ranged attack. If the attack hits its target, the Target will
receive a [LV + 1] dice penalty
towards all checks for the remainder of the Round.
Cerebral Adjustment
Any dodge check against an attack that uses this Power receives
a - (LV) dice penalty.
Asphyxiate
Flames of Hatred
Unwavering Heart
Take away a targets ability to logically reason with an attack that suddenly increases the persons cerebral
temperature.
202
James Ling (order #6536296)
Character section
Melting
Fire Cage
Block a targets path by releasing layers of fire rings into the area.
Fire Formation
Blue Demon
Heat Haze
Ice Wall
203
James Ling (order #6536296)
Double Cross
Roleplaying Game
Heat Barrier
Ice Citadel
Ice Shield
Blizzards Protection
White Heat
Type: Melee
Acc: -2
Guard: 6
204
James Ling (order #6536296)
Skill: <Melee>
Atk Power: +[LV+6]
Range: Close
Character section
Flame Ring
Final Blaze
Cross Burst
Plasma Cannon
Inferno
Annihilation Wave
205
James Ling (order #6536296)
Double Cross
Roleplaying Game
Burning Soul
Disintegration
206
James Ling (order #6536296)
Heat Adjustment
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Character section
Law of Ice
Cryopreservation
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Single RNG: View
Encroach: - Restrict: -
Heat Perception
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Fireproof Body
Law of Fire
207
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Double Cross
Roleplaying Game
208
James Ling (order #6536296)
Character section
Solaris
I am a projectionist.
I take dreams and project them onto the silver screen
of consciousness.
In the end, life is a vapid theater created by nerve cells,
and people are the foolish actors.
Wouldnt it be wonderful if one could die while in a dream?
- The monologue of the S-class agent Cinema Paradise.
209
James Ling (order #6536296)
Double Cross
Roleplaying Game
Delusive Scent
Max LV: 3 Timing: Major/Reaction
Skill: < Negotiation> DFCLTY: Target: - RNG: Encroach: 2 Restrict: -
Poison Blade
Tranquility
Frenzy
Valkyries Guidance
210
James Ling (order #6536296)
Character section
Accelerate
Adrenaline
Administer performance-enhancing
drugs that enhances the targets
reflexes.
Perfect Antibody
Poison Fog
Tablet
Absolute Terror
211
James Ling (order #6536296)
Double Cross
Roleplaying Game
Word of Fear
Sculptures Voice
Sinners Shackles
Corrosive Fingertip
Irresistible Words
Crown of Thorns
212
James Ling (order #6536296)
Character section
Blind Sheep
Water of Pain
Declare right before the Target performs a check. That check receives
a [LV + 1] dice penalty. This Power
may only be used once per Round.
Bloodletting Spores
Perform a ranged attack. If the attack hits its target, the Target will
receive the Bad Status Dazed.
Healing Water
Neutralizer
213
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Double Cross
Roleplaying Game
Life Shield
Summoned Herd
Arrow of Agony
Sleep Powder
Loose Tongue
214
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Character section
Puppeteer
Berserker
Additional Strength
Overdose
Miracle Drop
Aqua Vitae
215
James Ling (order #6536296)
Double Cross
Roleplaying Game
Spiraling Despair
Hi-End Production
Voice of Restoration
Max LV: 1 Timing: Auto
Skill: - DFCLTY: Auto
Target: Sigle RNG: View
Encroach: 6 Restrict: Pure
216
James Ling (order #6536296)
Pleasurable Fragrance
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Scene(Select) RNG: View
Encroach: - Restrict: -
Character section
Secret Ingredient
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Refer RNG: Close
Encroach: - Restrict: -
Soundless Voice
Energy Water
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Single RNG: Close
Encroach: - Restrict: -
Childhood Friend
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Single RNG: View
Encroach: - Restrict: -
Magical Scent
Max LV: 1 Timing: Major
Skill: : - DFCLTY: Auto
Target: Scene RNG: View
Encroach: - Restrict: -
217
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Double Cross
Roleplaying Game
Common
Powers
218
James Ling (order #6536296)
Character section
Resurrect
Max LV: 3 Timing: Auto
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: Refer Restrict: -
Warding
Concentrate
Attack Bonus
Cover Defense
219
James Ling (order #6536296)
Double Cross
Roleplaying Game
Quick Dash
Shock Absorb
Speed Up
Hyper Toughness
Reflexes
Restrain Command
220
James Ling (order #6536296)
Character section
Refresh
Limited Immortality
Enhance Physical
Enhance Mind
Enhance Action
Full Defense
221
James Ling (order #6536296)
Double Cross
Roleplaying Game
Power Defense
Calm Down
Vitality-Up
Weapon Mastery
Intimidation
Soldier Network
222
James Ling (order #6536296)
Character section
Research Master
Little Happiness
Perfect Success
Max LV: 3 Timing: Major / Reaction
Skill: : Refer DFCLTY: Target: - RNG: Encroach: 4D10 Restrict: 120%
223
James Ling (order #6536296)
Double Cross
Roleplaying Game
Humanitys Neighbor
Max LV: 5 Timing: Constant
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: Refer Restrict: RB
Origin: Animal
Origin: Colony
Origin: Cyber
Origin: Human
224
James Ling (order #6536296)
Character section
Origin: Plant
Origin: Mineral
Origin: Legend
Unseen Talker
Renegade Beings with this Power originated from rumors, urban legends or
the unified imagination of people.
Calamity Smash
Stillness
225
James Ling (order #6536296)
Double Cross
Roleplaying Game
Heartless Memories
Takeover
Hazard Call
Renegade Smite
226
James Ling (order #6536296)
Character section
Items
This chapter will be about the various Items a character can use during a
session. The term Item refers to not just tools but also weapons and armor.
-Procure Check Difficulty and Stock PointsItems will usually have a Procure check difficulty and a Stock point cost.
Items that do not have a difficulty or cost cannot be Procured or Stocked. Items that
can only be Stocked must be acquired during the Pre-Game of After-Game. Refer to
page 310 in the Rules section for more on Stocking Items.
-Equipping and Possessing ItemsWhile most Items are useable by just having them in the characters possession, some Items must be equipped in order for them to have an effect. Weapons and
Armor fall into this category.
In Double Cross, a character is readying an Item for use when he equips it.
If a character were to equip a Katana, he would be removing it from the scabbard
and wielding it.
Typically, there are no penalties for trying to equip Items. However, the GM
may apply penalties if he feels it is appropriate to the situation. To equip Items, a
character must use a Minor Action. Refer to page 286 for more information.
There are limits to how many of each Item type can be equipped at once.
Weapons: A character can equip up to two weapons at a single time.
Armor: A character can equip one Armor and one Armor* at any given time.
227
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Double Cross
Roleplaying Game
-Weapon EntriesType
Melee weapons can be
used for melee attacks and
Ranged weapons can
only be used for ranged
attacks. Refer to page 293
for more on attacks.
228
James Ling (order #6536296)
RNG
RNG is a weapons reach
in meters.
Character section
-Vehicle Entries-
Armor
A characters [Armor]
modifier that he has while
wearing the armor.
229
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Double Cross
Roleplaying Game
Skill
Acc.
Atk. Pwr
Guard
Fists
<Melee>
-5
Stun Gun
<Melee>
-1
Knife
<Melee>/
<Ranged>
Wooden Sword
<Melee>
-1
Katana
<Melee>
-1
Western-style Sword
<Melee>
-1
Two-Handed Sword
<Melee>
-3
10
Supersonic Blade
<Melee>
-1
12
Chain Saw
<Melee>
-5
Pile Bunker
<Melee>
-4
Wire Whip
<Melee>
-2
Heat Whip
<Melee>
-6
10
Giant Tree/Rock
<Melee>
-4
Buckler
<Melee>
<Melee>
-2
230
James Ling (order #6536296)
Character section
Procure/
Stock
Close
Close
7/2
Close/ 10M
6/2
Close
5/3
Close
11/5
Close
11/5
Close
13/9
Close
20/13
Close
10/7
Close
13/9
10M
12/8
10M
17/12
Close
11/8
Close
8/2
Description
Weapon data for when a character is unarmed.
Close
9/4
231
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Double Cross
Roleplaying Game
Skill
Acc.
Atk. Pwr
Guard
Duralamin Shield
<Melee>
-3
Magnetic Field
Shield
<Melee>
-2
Parrying Shield
<Melee>
-3
Crystal Shield
<Melee>
-1
12
232
James Ling (order #6536296)
Character section
Procure/
Stock
Close
12/8
Close
17/12
Close
17/12
Close
25/15
Description
233
James Ling (order #6536296)
Double Cross
Roleplaying Game
Skill
Acc.
Atk. Pwr
Guard
Crossbow
<Ranged>
-2
Handgun
<Ranged>
-1
Large Handgun
<Ranged>
-2
Sub-Machine Gun
<Ranged>
-1
Assault Rifle
<Ranged>
-1
Sniper Rifle
<Ranged>
11
Stun Grenade
<Ranged>
-3
Venom Grenade
<Ranged>
-3
Shotgun
<Ranged>
-1
Grenade Launcher
<Ranged>
-2
<Ranged>
Personal Defense
Weapon(PDW)
<Ranged>
-1
Anti-material Rifle
<Ranged>
20
Chain Gun
<Ranged>
-2
15
234
James Ling (order #6536296)
Character section
Procure/
Stock
40M
7/4
20M
10/6
20M
11/7
20M
14/9
100M
15/10
200M
19/20
10M
5/3
10M
5/3
10M
11/7
13/9
This weapon cannot target characters that share an Engagement with the User. Activate this ability with a Minor
Action. This weapons attacks become [Target:Area] for
that Main Process. Use this ability only once per Scenario.
15/10
30/20
300M
35/24
100M
38/27
30M
200M
20M
Description
235
James Ling (order #6536296)
Double Cross
Roleplaying Game
Armor Chart
Name
Type
Dodge
Initiative
Armor
Reinforced Clothing
Armor
Leather Jacket
Armor
Bullet-proof Stab
Vest
Armor
Interceptor Armor
Armor
-1
Armor
-2
-1
Chain Mail
Armor
-1
-1
Plate Armor
Armor
-3
-3
10
Armor
-1
-1
Atmospheric Suit
Armor
Anti-Biochemical
Suit
Armor
-4
-4
Lucky Clothing
Armor
Amazing Clothing
Armor
Sneaking Suit
Armor
Armor
Shooters Jacket
Armor
-1
-2
Battle-Ready
Mascot Costume
Armor
-1
-1
12
Armed Suit
Armor
-3
-2
10
Anti-Renegade Suit
Armor
-1
-1
236
James Ling (order #6536296)
Character section
Armor Chart
Procure/
Stock
Description
5/1
7/4
10/6
11/10
15/14
10/16
13/20
Armor formed together with plates and reinforced with chain mail.
18/30
10/9
If this Armor is equipped, the User does not receive penalties for being
underwater or in space.
9/12
While this Armor is equipped, the user will not receive any Bad Statuses.
20/14
Clothing that embodies the wearers soul. While this Armor is equipped,
all <Will> checks receive a +1 dice bonus.
10/16
Simply stunning clothing. While this Armor is equipped, all of the Users
<Negotiation> check scores receive a +2 bonus.
10/16
While this Armor is equipped, all of the Users checks performed while in
Stealth will receive a +1 dice bonus.
12/8
13/20
While this Armor is equipped, all of the Users <Ranged> checks receive
a +1 dice bonus.
14/24
15/25
A suit with built-in artificial muscles. While equipped, the users melee
attacks receive a +3 Atk. Power bonus.
17/29
A suit that neutralizes the Renegade virus. While equipped, all of the
Users Reactions against Powers receive a +1 dice bonus.
237
James Ling (order #6536296)
Double Cross
Roleplaying Game
Armor Chart
Name
Type
Dodge
Initiative
Armor
Ultimate Clothing
Armor
-3
10
Powered Assist
Armor
Armor
-10
-5
25
Hard Coat
Armor*
-2
Reactive Armor
Armor*
-2
Reactive Coat
Armor*
-2
238
James Ling (order #6536296)
Character section
Armor Chart
Procure/
Stock
Description
20/33
The latest UGN armor that resembles butler and maid uniforms. While
equipped, all of the Users <RC> check scores receive a +3 bonus.
60/37
9/8
While this Armor is equipped, all of the Users Reactions against Powers
receive a +1 dice bonus.
24/11
36/24
239
James Ling (order #6536296)
Double Cross
Roleplaying Game
Vehicle Chart
Name
Skill
Procure/Stock
Bicycle
<Ride:Two-Wheel>
5/1
Motorcycle
<Ride:Two-Wheel>
12/5
Large Motorcycle
<Ride:Two-Wheel>
25/15
Sedan
<Ride:Four-Wheel>
22/8
High-Class Car
<Ride:Four-Wheel>
35/25
Motorboat
<Ride:Boat>
22/8
Helicopter
<Ride:Aircraft>
35/20
SUV
<Ride:Four-Wheel>
36/24
Transportation Truck
<Ride:Four-Wheel>
30/20
240
James Ling (order #6536296)
Character section
Vehicle Chart
Description
Stats
Atk. Power: 2
Initiative: -1
Armor: Dash: ([Body+40)M
Atk. Power: 5
Armor: -
A 400cc+ motorcycle
The commuter car. Without license plates, identifying a specific unit is difficult.
Atk. Power: 10
Armor: 6
Initiative: -4
Dash: 100M
Atk. Power: 10
Armor: 8
Initiative: -4
Dash: 150M
Atk. Power: 7
Armor: -
Initiative: -1
Dash: 100M
Atk. Power: 5
Armor: -
Initiative: -3
Dash: 100M
Initiative: -3
Dash: 200M
241
James Ling (order #6536296)
Double Cross
Roleplaying Game
Connection Chart
Name
Procure/Stock
Skill
UGN Leadership
-/1
<Info:UGN>
Rumor-mongering Friend
-/1
<Info:Rumor>
Police Officer
-/1
<Info:Police>
Researcher
-/1
<Info:Academic>
Informant
-/1
<Info:Underworld>
Mercenary
-/1
<Info:Military>
Hacker
-/1
<Info:Web>
Corporate Executive
-/1
<Info:Business>
Mass Media
-/1
<Info:Media>
Fencer
-/1
<Procure>
Officials Favor
-/1
<Info:>
Specialist
-/1
Refer
-/2
<Info:>
242
James Ling (order #6536296)
Character section
Connection Chart
Description
An informed UGN higher-up. +2 dice bonus for one <Info:UGN> Check.
A friend who listens to rumors. +2 dice bonus for one <Info:Rumor> Check.
An officer with inside connections. +2 dice bonus for one <Info:Police> Check.
A researcher with a Doctorate. +2 dice bonus for one <Info:Academic> Check.
An underworld informant. +2 dice bonus for one <Info:Underworld> Check.
A mercenary that gathers military intel. +2 dice bonus for one <Info:Military> Check.
243
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Double Cross
Roleplaying Game
Type
Procure/Stock
Casual Wear
Other
2/0
Cellphone
Other
3/0
Accessory
Other
3/0
Uniform
Other
7/0
Formal Wear
Other
5/0
Weapon Case
Other
18/1
Memento
Other
-/1
Search Radar
Other
-/2
Specialty Book
Other
-/2
Antidote
Consumable
6/2
Laptop
Other
8/2
First-Aid Kit
Consumable
8/3
Other
11/5
Anti-Warding Mask
Other
15/5
244
James Ling (order #6536296)
Character section
245
James Ling (order #6536296)
Double Cross
Roleplaying Game
Type
Procure/Stock
Medical Trunk
Other
20/10
Auto-Browsing Software
Other
5/2
Follower
Other
-/3
Credit Data
Other
-/-
Safe House
Consumable
15/10
Renegade Checker
Consumable
16/11
Anti-Renegade Bullet
Consumable
22/17
Silver Hammer
Consumable
20/17
Black Abyss
Consumable
20/17
Blue Gale
Consumable
20/17
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Linear Cannon
Type: Ranged Skill: <Ranged>
Acc: -2 Atk. Power: 8
Guard: - RNG: 50M
Procure/Stock: -/-
Arm Blade
Type: Melee Skill: <Melee>
Acc: -1 Atk. Power: 9
Guard: 3 RNG: Close
Procure/Stock: -/-
RC Booster
Type: Other Procure/Stock: -/-
Dermal Plate
Type: Other Procure/Stock: -/-
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Battle Maneuvers
Type: Other Procure/Stock: -/-
Character section
Magnetic Coating
Type: Other Procure/Stock: -/-
Servant Items
This section will list all Items
that can be acquired through
the Bram Stoker Power Fools
Equipment. These Items are
equipped when a Servant is
created. Only the Servants of
the person that learned Fools
Equipment can use, equip, and
benefit from these Items.
Lock-on Sight
Type: Other Procure/Stock: -/-
Servants Claw
Type: Melee Skill: <Melee>
Acc: 0 Atk. Power: 8
Guard: 3 RNG: 10M
Procure/Stock: -/-
Servants Bow
Type: Ranged Skill: <Ranged>
Acc: -1 Atk. Power: 7
Guard: - RNG: View
Procure/Stock: -/-
Servants Garment
Type: Other Procure/Stock: -/-
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Morph Car
Type: Vehicle Skill: <Ride: Four-Wheel>
Procure/Stock: -/-
Morph Car II
Type: Vehicle Skill: <Ride: Four-Wheel>
Procure/Stock: -/-
[Initiative]: -2
Dash: 150M
[Initiative]: -2
Dash: 100M
Morph Helicopter
Type: Vehicle Skill: <Ride: Aircraft>
Procure/Stock: -/-
[Initiative]: 0
Dash: 100M
Morph Bike
Morph Bike II
A bicycle that was created using Vehicle Morph. The creator decides the
appearance of the Vehicle.
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[Initiative]: 0
Dash: 250M
[Initiative]: 0
Dash: 300M
Character section
Morph Boat
Type: Vehicle Skill: <Ride: Boat>
Procure/Stock: -/-
[Initiative]: 0
Dash: 150M
Morph Robot
Type: Vehicle Skill: Refer to Below
Procure/Stock: -/A robot that can only be created by Vehicle Morph when it is level 5 or above.
The creator decides the appearance of the
Vehicle.. The creator decides the appearance of the Vehicle.
[Initiative]: -3
Dash: 80M
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Double Cross
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Check
-What is a Check?A check is a challenge of a characters skills and determines whether or not
that character will succeed at a task. Players will roll dice to produce a score that will
then be compared against a predetermined difficulty value. If the resulting dice roll is
higher than the difficulty value, the player has beaten the check and his actions are
successful. If the dice roll is too low, then the player fails and so does his characters
actions.
A check must be done whenever a rule reads roll or perform a check.
Checks will also occur when the GM feels it is necessary for characters to perform
one.
This section will explain how to perform a check, how to determine success
and what modifiers can be used to help or hinder a character.
3 Dice Roll
If the roll fumbled > Step 7
4 Claculate Score
Score = Roll Result + Skill Level
+ Other Modifiers
6 Success
7 Failure
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When the Number of Usable Dice is Zero
If a player applies all possible modifiers and the number of dice he can roll is
zero or less, he automatically fails the check.
Dice Roll
Once the number of usable dice has been determined, the player may roll.
Out of all dice rolled, the player will select the die with the highest number. That
number will be the players Score.
For example, if a player rolls three dice and gets a five, seven and an one,
his score is seven because it is the highest number out of all three dice.
Fumbles
A Fumble occurs when every dice that was rolled comes up as one. When
this happens, the player automatically fails the check.
Bonuses
During checks, players may add bonuses to their score to help boost their
chances of success. These bonuses may come from Skill levels, situational bonuses,
or from Criticals.
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-CriticalsThere will be times when characters will pull off miraculous feats during a
session. The act may have been pulled off through good timing, unrelenting spirit, or
by pure coincidence. These miraculous instances are represented by the game mechanic called Criticals. With Criticals, a player can add more points to their final score.
A Critical is achieved when a die a player rolls a ten. When this happens, a
player may re-roll the die that criticaled and add ten to his final score.
If a rolled die Criticals again, a player may continue to re-roll that die until it
no longer Criticals. For each re-roll achieved a player may add ten to his final score.
If more than one die criticals during a roll, a player may re-roll all dice that
criticals. However, that group of dice is considered as only one Critical. As such, a
player only adds ten points even if two dice criticaled during a single roll.
To illustrate, lets say a player rolls three dice and gets a ten, ten, and a
seven. The player has criticaled once and may re-roll two dice. The second roll comes
up as a ten and three. The player has criticaled again and may re-roll one die. This
next roll results in a five. Five is the players Score and he gets a bonus of twenty for
getting two Criticals. His resulting score is twenty-five.
Rules
If a Critical Value-lowering Power does not specifically mention the Critical
Value Limit, treat that Powers limit as two. When discarding a Titus (page 277) to
lower Critical Value, note that the limit is also two.
There will be instances when a players attack combination will include several Powers that have different Critical Value limits to each of them. He may also have
gained a Critical Value bonus from another players support Powers. In these cases
when these Powers are used together, players only need to obey the lowest limit.
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Oppossed Checks
An Opposed Check occurs one character attempts to interfere with another
characters actions. Just like with a normal check a player will be rolling dice, but will
be using the opposing characters dice roll as his Difficulty.
During Opposed checks, two characters will roll dice in an attempt to
achieve the higher score. The person with the highest final score will win and the losing side will fail at his actions. Even if a character does not roll a satisfying result, his
attempts can still be considered successful if the opposing side fails.
-Two Sides - Action and ReactionFor Opposed Checks, there will be an Action and Reaction. The actively acting party will be on the Action side and the party that is responding to the Action side
will be the Reaction side. Using combat as an example, the attacker will be the Action
and the person that is trying to evade the incoming strike will be the Reaction.
Just like a regular check, participants roll the appropriate number of dice,
calculate any modifiers and produce a final score. If the table is not sure who is on
the Action side, the person that first declared an action will be considered the Action.
-VictoryOnce both parties have calculated their final score, compare the numbers.
The party with the higher score wins the Opposed Check.
About Fumbles
If one side fumbles his check, the opposing party automatically wins.
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2 Action Rolls
8
3 Reaction Rolls
7
7 Action Wins
8 Reaction Wins
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Game Progression
-A Sessions FlowIn Double Cross, a single game session is separated into three general parts:
Pre-Game: The preparation time.
Main Game: The actual play session.
After-Game: Clean-up and character growth.
The main session is separated into Opening, Middle, Climax, and Ending
Phases. These phases are further separated into Scenes. A Scene is an in-game
measure of time that represents one in-game situation. Scenes will be explained
further later in this section on page 265.
This section will discuss the rules and play methods as we follow the flow of
a session.
Session Flow
Pre-Game
Main Game
Opening Phase
Scene 1
Scene 2
Middle Phase
Climax Phase
Ending Phase
After Game
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-Pre-GameThe Pre-Game is when participants get ready for the coming game session.
During this time, the GM needs introduce his Scenario and players will need to prepare their characters.
Session Preparation
There are several things participants must do before starting a session. One
of the most important things to do is get into the right mindset. When playing Double
Cross, it is important to have fun and make sure the others are having fun too. As
humans, our degree of success greatly varies when we do or do not have a clear
objective in mind.
On top of reading the rulebook, readying erasable writing utensils, and
bringing sheets and dice, there are a few things that must be done.
1) Prepare a Scenario
The GM must prepare a Scenario for the session. In some cases, the GM
should also be prepared for any twists his players throw at him
2) Prepare Characters
Naturally, players will need characters for the session. If characters are being
created on the day of the game, it may be best to have some ideas ready beforehand.
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Determine Seating
The GM typically sits at the middle of the table, so that he can see everyone.
If the GM wishes, he may have players seated based on thee [Initiative] stat of their
characters.
Present Characters
Players should present the characters they have made. Introduce the characters background is, what Syndrome he has, and what their general appearance is.
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-Main GameAs the name suggests, the Main Game is when the players will play the
prepared Scenario. As mentioned earlier, the Main Game is separated into several
Phases, each of which is further broken down into Scenes.
What is a Scene?
In Double Cross, Scenes are an in-game measurement of time that are just
like the scenes of a movie or play. Each Scene will have a lead character who will play
out that particular scenes story with the support of his fellow characters.
During a session, the GM may increase or decrease the planned number of
Scenes to coincide with the progression of the session. Players may also request the
GM to create a Scene for them. Note that the GM has the final say on creating new
Scenes.
Scene Progression
Scenes are carried out in the following manner:
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Selecting Companions
The lead character may ask other player characters to join him at the beginning of the Scene. The lead may pick any number of people as long as he has their
permission. NPCs are also selectable as long as the GM permits it. Depending on the
Scenes setting, the GM may deny any companions.
Players that wish to acquire a Lois during the Scene should refer to page
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-Master ScenesDuring a session, the GM may include Scenes that have a NPC as the lead
or does not allow players to enter. These Scenes are called Master Scenes. The GM
decides who appears during the scene and no players may enter a Master Scene.
Opening Phase
The Opening Phase is the introductory part of the session. During this
phase, the daily lives of the characters and the sessions looming danger are presented. This will give players an idea of what they are fighting and why they have to
protect themselves, their Loises, and the world they live in.
Middle Phase
The Middle Phase will consist of Scenes that will deal with the introduced
threat and progress the story.
The content of the Middle Phase will greatly change depending on how
players role-play the Scenario. Thus, it will be difficult to provide an exact formula for
Scenes. At the very least, the following are ensured to happen:
-Player Characters will meet up with the other Player Characters.
-The known threat will be investigated.
-Any battles or introductions of new threats will happen.
Players will get closer to the threat as they go through these events.
Climax Phase
At the end of the Middle Phase, the players will come face to face with the
mastermind behind the current incident. This enemy may not necessarily be a Gjaum
(An Overed that succumbed to the Renegade virus). Any phenomenon or idea that
could possibly defile or destroy the PCs world may be made into a tangible evil.
To best make a phenomenon into something tangible, the GM may create
a representative character and give him strong powers with the Renegade virus. A
battle with a character rather than an abstract idea will likely be easier to direct and
players are more likely to have fun this way.
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Impulse Check
When faced with a daunting enemy, the Renegade virus within characters
will become agitated and start to go on a rampage. At this time, player characters
must perform an Impulse check and try to control the virus. Please refer to page 273
for more on Impulse checks.
Backtrack
At the end of the Climax, the Encroachment Rate of the characters are likely
to be very high. In order to stay in control and be able to return to their lives, characters must perform a Backtrack and try to reduce their Encroachment Rates. Refer to
page 279 for more on Backtracking.
Ending
The Ending is the epilogue of the story and will present the aftermath of
the player characters. Naturally, the ending of the story may not be a happy one.
Depending on the outcome, the GM may present a bitter end.
-After-GameOnce the GM has ended the story and has pulled down the proverbial curtain, it is time for the After-Game. At this time, tasks such a experience point distribution and clean-up are done.
Character Loss
Losing a character is a natural part of any role-playing game. If a character
died during the Scenario, he cannot be revived. Characters can be also be lost if their
Encroachment Rate is still above 100% after the Backtrack step.
Becoming a Gjaum
If a characters Encroachment Rate is still 100% or above after the Backtrack
step, that character becomes a Gjaum. The character is now treated as a NPC and
can no longer be used by the player anymore. Even if a character becomes a Gjaum,
the player still gains experience points.
Removing Damage
Surviving characters will recover from any in-game damage. Damage does
not carry over to the next session.
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Sorting Loises
Players will select three Loises and discard any remaining ones. The selected
Loises will be the characters new set of Lasting Loises. Refer to page 280 for more
on Lasting Loises.
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Character Growth
The experience points that players and GM acquire may be used upgrade
the abilities and equipment of characters. The player or GM may use experience
points on any character that they have control over. All experience points will be lost
once spent.
Since players are allowed to redo their characters through Rebuild, it is recommended that players keep a history of spent experience points. This will help make
the act of refunding points much easier.
Recalculating Sub-Stats
Once leveling is done, recalculate any Sub-Stats if needed and record the
changes on the Character Sheet.
Sorting Items
During the character growth session, players may trade out their characters
items. Remove all stocked items and refund the spent Stock points to the player.
Recalculate Stock points if there is any change in Stats or Skills. The player may now
reuse these Stock points to stock new items. Any unused Stock points will be transferred to Savings.
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1 Point
1 to 10 Points
-If Final Encroachment Rate after Backtrack is (N)%, give x experience points.
0-30% ...................................................................2 Points
31-50% .................................................................3 Points
51-70% .................................................................4 Points
71-99% .................................................................5 Points
100% and above........................................................3 Points
Backtracked using [2x(Number of Loises)] dice.............3 Points
Rolled a second time during Backtrack..........................0 Points
-Good Role-play
1 Point
1 Point
1 Point
1 Point
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The experience points needed to increase Body, Sense, Mind, or Social are:
Stat is currently 1 to 10
Stat is currently 11 to 20
Stat is currently 21 or above
-Leveling Skills
-Acquiring Powers
The experience points needed to acquire new Powers or level up existing ones
are as follows:
Acquire a new Power
Level up a Power
Acquire a Simple Power
Level up a Simple Power
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15 EXP
5 EXP per level
2 EXP
2 EXP per level
Rules
-What is the Encroachment Rate?The Encroachment Rate is a percentage that represents how active a
characters Renegade virus is. During a session, several occurrences will cause this
rate to rise. As this rate rises, the character can draw more of the virus power to fuel
his abilities, thus making him more powerful. However, there is a price to pay if the
Encroachment Rate goes too high.
If a characters Encroachment Rate is still over100 when a session enters the
Ending, that character will lose his sanity to the virus and go on a rampage. Overeds
that lose control in this manner are referred to as Gjaums.
During the After-Game, any character that becomes a Gjaum will be turned
into NPCs and can no longer by used by the player. Characters that do not become
Gjaums may return their Encroachment Rates back to their base values at the end of
the game.
There are specific times when the Encroachment Rate increases. They are as
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During a Gentic-Shift: A character may choose to deliberately increase his Encroachment Rate through an action called Gentic-Shift. A player may declare a Genticshift and roll (X) D. X is equal to the number of dice a player wishes to roll.
During battle, a Genetic-Shift must be declared as a Minor Action.
Other: Certain Items will increase the Encroachment Rate when used. How much is
increased will be noted in the Items explanation.
-The Encroachment Rate BonusAn Overed will become more powerful as his Encroachment Rate increases.
There are two main bonuses that characters may receive from their Encroachment
Rate.
1) Dice Bonus
As his Encroachment Rate increases, a character may get additional dice for
his checks. The bonus bracket is as follows:
00 to 59% 0
60 to 79% +1
80 to 99% +2
100 to 129% +3
130 to 159% +4
160 to 199% +5
200 to 239% +6
240 to 299% +7
300% ~
+8
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-The Lois SystemDouble Cross takes place during modern times, and one of the most important aspects of life are be the bonds with your fellow humans. In this game, this bond
is given a game-play aspect in the form of the Lois system.
The Lois system in Double Cross is used to present the relationships a
character has with other characters. By creating a Lois with a particular character, a
player will show what relationship he has created and what emotions he feels towards
that character. This will help define a characters background and role-play.
Loises will also help a character control his Encroachment Rate when the
end of the game comes. The relationships that a character sets as his Loises will give
him the mental strength needed to force the Renegade virus back into a dormant
state. No matter what happens, those bonds will keep a person from turning into a
Gjaum.
-Acquiring LoisesLoises may be acquired at any time during a Scenario. This rulebook will
typically use the phrase create a Lois when referring to the act of forming these
special bonds. Who or what a character forms a Lois with and what emotions he feels
towards it will greatly define that characters personality and background.
Selecting a Person
When creating a Lois, the player must write down the persons name and
his relation to the person on his Record sheet. In general, Loises are created with
individuals. However, a player may select non-individuals or objects if the GM allows
it.
Possible candidates for Loises with something that is not a person include,
but not limited to, teams, neighborhoods, or even drugs.
Selecting an Emotion
The player must now select one positive and one negative emotion that he
feels towards his Lois. Utilize the Emotion charts on pages 70 and 71.
Next, the player must select which emotion is conscious and which one is
unconscious. A conscious emotion will be on the surface and openly expressed at all
times, while the unconscious emotion will be an suppressed emotion that a character
may be hiding or secretly feeling.
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Changing Emotions
A player may not change a Lois emotions mid-session, but he may change
those emotions during the After-Game. Disregard this restriction if the GM allows for
a mid-session change.
If during a session a player feels that there is a change between his character and a Lois, he may switch his conscious emotion to unconscious and vise-versa.
When doing so, the player should inform the GM and make the proper corrections on
his Record sheet.
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-The Titus SystemDuring a session, the relationship between a player and his Lois may radically change as the story unfolds. If a change results in the breakdown of the relationship, a Lois will lose the appeal that gives a character the willpower to stay sane
and will become a Titus.
When a Lois becomes a Titus, the player must check the Titus box that is on
the Lois list. The GM may turn a characters Lois into a Titus in order to coincide with
the story, or players may acquire the GMs permission and purposefully break a Lois.
Situations where a Lois turns into a Titus include, but not limited to, the following cases:
Death of the Lois: If a character were to die due to an accident or crime, a character may be deeply impacted.
A Lois Betrayal: If a PC is suddenly cheated or back-stabbed by a trusted character,
he would likely feel shock.
Other: Loises may become Tituses when relationships become turbulent. For example, if a character rejects the PC after finding out that he is an Overed.
A Change in Feelings: If a PC feels a sudden lack of understanding from a character or if his feelings towards that person have changed, he may change a Lois into a
Titus.
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A Lois is a bond that help keeps a character tied to this world. A Lois may be
a friend or even a hated enemy. Whats
important is that a Lois encourages a
character to maintain his sanity and
keeps him from becoming a Gjaum.
Acquiring Loises
-Using Tituses
Changing to a Titus
Sorting Loises
During the After-Game, select three Loises and discard the remaining Loises.
These three Loises will be a characters
new Lasting Loises and will carry over
to the next session.
A Titus may be selected as long as it
was not sublimated.
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Timing: Anytime.
Effect: Remove all disadvantageous
effects. This includes Bad Statuses and
dice penalties. The GM decides how
many effects may be removed. This
effect cannot remove Incapacitation or
Death.
Rules
-Final Words about Loises and TitusesIn conclusion, Loises and Tituses are very important to a characters personality. Who they make a relationship with and which ones they willingly discard will
define a character as a person. Use of this system will help add depth to both the
character and the over-arching story.
-BacktrackAt the end of the Climax, all PCs must perform a Backtrack. Backtracking is
the time when players will determine if their character can force the Renegade virus
into a dormant state and return back to normal life.
During Backtrack, players will reduce their characters Encroachment Rates
by [(Number of remaining Loises) D10] points.
The steps to Backtrack are as follows:
1)Count the number of Loises that did not get turned into Tituses.
2) Roll (Number of remaining Loises) D10. Add together the result of all
dice.
3)Subtract the resulting sum from the Encroachment Rate.
If a characters Encroachment Rate is still above 100% after step three, the
character becomes a Gjaum and is turned into a NPC. The player must now relinquish
the Character sheet to the GM.
Record the final Encroachment Rate. The amount of experience points a
player receives will change depending on what a characters final Encroachment Rate
is.
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Once a player declares the intention to roll once more, he may roll (Number
of remaining Loises) D10. As with the first roll, the player adds together the result of
all dice and subtracts this second sum from his Encroachment rate.
Requesting this second roll will reduce a players experience points from the
Final Encroachment Rate to zero. This penalty takes precedence over the penalty
received when increasing dice for the initial Backtrack roll.
-Sorting Lasting LoisesDuring the After-Game, players must sort their Lasting Loises. Players must
select three Loises to keep and discard the remaining ones. Record the new set of
Lasting Loises over the old set on the Character Sheet. A Titus may be chosen as a
Lasting Lois if it was not discarded during a session.
If a character only has two or fewer Loises during this time, the player may
create a new Lois in order to fulfill the three-Lois requirement.
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Battle Rules
-Battle FlowThe battles of a Double Cross session utilize a Round-based system to keep
track of the progression of time. To distinguish from Scene Progression, the passing
of time in Rounds will be referred to as Round Progression. This section will discuss
the process of battle.
Rounds
A typical battle is split into Rounds. These Rounds are further split into four
different Processes. A Round continues until all participating characters have taken
action.
In the event that a battle needs to be timed, consider one Round to be one
minute. The GM may make the elapsed time per Round shorter or longer.
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3 Initiative Process
Select which character takes action
4 Main Process
Move, attack, or use Powers
3 Initiative Process
Select which character takes action
4 Main Process
Move, attack, or use Powers
Repeat Steps 3 ~ 4
3 Initiative Process
When all characters are Post-Action
5 Clean-up Process
If battle continues
End of round
6 End Battle
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-Round FlowThis section will explain the four different Processes that make up a Round
and list what actions may be taken during that particular time.
Setup Process
A Round begins with the Setup Process. During this time, characters will be
preparing for the new round. The GM should look over the situation at the start of
every Round.
Using Powers
There are certain Powers that may only be used during the Setup Process.
Any character that has these kinds of Powers should use them now. Refer to page
304 if more the one character declares the use of an Power at this time.
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Initiative Process
The Initiative Process is the second part of a Round where players determines who gets to act first. This decision is based on a characters [Initiative]. The
higher the [Initiative], the faster a character may act. The character with the highest
[Initiative] is the Initiative Character and will be the one to take his Main Process,
or turn.
If two characters tie for [Initiative], player characters will go first before
NPCs and enemies. If two players have the same [Initiative] stat, they may consult
with one another and decide who goes first.
Once a character finishes his Main Process and ends his turn, return back to
the Initiative Process and decide who goes next. Continue this cycle until all characters have acted.
Using Powers
There are certain Powers that may only be used during the Initiative Process. Any character that has these kinds of Powers should use them now. Refer to
page 304 if more than one character declares the use of an Power at this time.
Waiting
When a character is at the top of the list, he may choose to wait instead of
entering his Main Process. If a character decides to wait, he must wait until all other
characters have ended their turn before making his move. Regardless of what their
[Initiative] stat is, characters that wait will go always last.
There are restrictions to waiting. A character can only wait once. Also, a
character can only declare to wait right before their own Major Process. A character
may not perform a Minor Action and then decide to wait.
If several characters decide to Wait, the character with the lowest [Initiative]
stat must go first before any other waiting characters.
Main Process
The Main Process is the time when a character may take their turn and act.
During this Process, a character may perform one Major Action, one Minor Action, any
Reaction checks and any Auto Actions.
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Minor Action
A Minor Action represents small tasks that take relatively little effort for a
player to perform. In general, tasks that would require a check or allow another character to do a Reaction Check cannot be performed with a Minor Action.
Each character may perform one Minor Action before his Major Action. Using
a Minor Action does not force a character to end their turn.
The following tasks are considered Minor Actions:
Move: A character may move across the battlefield. The distance he can travel is
equal to his [Move] stat. Refer to page 289 for more information.
Minor Action Powers: Powers that have Minor as their timing may be used at this
time. Refer to page 299 for more on Powers.
Changing Equipment: Characters may change what Items they have equipped.
They may change several equipped items at once. If the new equipment changes any
battle stats, recalculate stats at the end of the Minor Action.
Using Items: Certain items and equipment with special abilities will require that
they be used as a Minor Action.
Healing Bad Statuses: Characters may remove certain bad statuses by declaring
recovery with their Minor Action. Refer to pages 297 and 298 for more information.
Other: Any situational task that a GM deems must be done as a Minor Action.
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Major Action
A Major Action represents tasks that requires checks. These tasks are generally attacks and the use of various Powers. Each character will be allowed to perform
one Major Action during their turn.
Once a character performs a Major Action and all calculations related to the
Major Action are done, the characters turn will end and he will enter the Post-Action
state.
The following tasks are considered Major Actions:
Dash: A character may travel farther on the battlefield. The distance he can travel is
double his [Move] stat. Refer to page 289 for more information.
Attack: Characters may attack others with weapons and Powers. Refer to page 293
for more on attacking.
Major Action Powers: Powers that have Major as their timing may be used at
this time. Refer to page 299 for more on Powers.
Using Items: Certain items and equipment with special abilities will require that
they be used as a Major Action.
Healing Bad Statuses: Characters may remove certain bad statuses by declaring
recovery with their Major Action. Refer to pages 297 and 298 for more information.
Breaking Away from Engagements: When a character is in an Engagement
(page 289) with an enemy, he normally cannot leave that Engagement by declaring
a Move or a Dash. By declaring a Break Away, characters can leave these Engagements. Refer to page 295 for more.
Killing Characters: Characters may kill of Incapacitated characters. This act may
be declared in unison with an attack.
Other: Any situational task that a GM deems must be done as a Major Action.
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Reactions
Whenever a character performs a Major Action, another character may perform one Reaction to that Action if he has the appropriate abilities.
A character does not end their turn if they perform a Reaction. Characters
that have ended their turn already may still perform a Reaction if they wish. When a
character declares a Reaction, he will participate in an Opposed check with the acting
character. If the Reaction side wins the check, the Major Action is negated.
Auto Actions
Auto Actions are tasks that do not require a Minor or Major Action. These
tasks may be done by declaring the act to the GM.
Cleanup Process
Once all characters have taken their Main Process, players move on to the
Cleanup Process and must process any remaining tasks. If at the end of the Cleanup
Phase the battle still continues, go to the Setup Phase of the next Round and continue the fight.
During the Cleanup Phase, handle the following tasks in this order:
Damage Calculation: First, process the effects of any Powers or items that deal
damage during the Cleanup Process (i.e. poison effects).
Recover from Bad Statuses: Certain Bad Statuses are automatically removed
Negate Powers: Remove the effects of Powers that only last for a round.
Handle any Continuous Powers: Apply the effects of any Powers that endure
over more than one round.
Use Powers: Powers that have Cleanup as their timing may be used at this time.
Refer to page 299 for more on Powers.
Rules
-Movement and EngagementSince one of the basics of battle is to achieve an advantageous position over
the enemy, it is important to have an idea of where everyone is standing. At this time,
the basics behind movement and the Engagement system will be explained.
Types of Movement
During a battle, characters may travel across the battlefield by using Actions.
Characters may Move or Dash, depending on how far they wish to travel.
Move
Moves can be performed as a Minor Action. The distance a character can
travel is equal to the characters [Move] stat. However, if a character is in an Engagement with an enemy or an obstruction, he will not be able to move away.
Dash
A Dash is performed as a Major Action. The distance a character can travel is
double the characters [Move] stat. However, if a character is in an Engagement with
an enemy or an obstruction, he will not be able to move away.
Engagements
An Engagement is a type of grouping that is used in this game to represent
distance and divide areas.
When characters are close enough to strike one another with melee weapons, they are considered to be in the same Engagement, or that they are engaging
one another.
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Engagement Concept
Blockaded by
the Enemy
PC
1
1
1
1
Attack(Close)
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Entering an Engagement
When a character is moving across the battlefield and he runs into an enemy
or an obstruction, that characters movement is stopped and he enters an Engagement with the enemy.
Blockade
There will be times when a characters movement will be restricted by his
surroundings, making it difficult for him to slip past enemies. For example, a character may be on a narrow rope bridge or a hallway, with enemies in front and behind
him. This kind of situation is called a Blockade.
When a character is in a Blockade and wishes to breakaway, he must perform an Opposed check with the enemies that are blocking him. This Opposed check
will be done based on the [Body] Stat. If there is more than one enemy blocking a
characters path in one direction, the character must beat each enemy during the Opposed check.
It is up to the GM to decide whether or not a character is blocked in.
Escape
If a character wishes to escape from battle, he must declare this intention to
the GM. The GM may deny the chance to escape if he wishes.
To escape from battle, a character must use his Major Action and perform
a Dash. The character must be in a situation where he can perform a Dash and he
must not run into an Engagement. If the character meets these requirements, he
may leave the Scene.
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Setup Process
GM: First is the Setup Process. You two and the enemy dont have any Powers that can be used at this time, so we move on to the Initiative Process.
Initiative Process
GM: Lets check everyones [Initiative]. Kaede is 15, the Man is 8, and Keigo
is 5, right.
Kaede: So its my Main Process then.
Main Process
GM: Kaede, perform a Minor Action first, then a Major Action.
Kaede: The man is in my sight, right? Ill shoot at him.
GM: Sure. Check the rules for Accuracy checks on page 294 .
Initiative Process
GM: Kaede has finished acting. Lets move back to the Initiative Process.
To be Continued...
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Attack Steps
1 Declare An Attack
2 Accuracy Step
Check to see if the attack succeeds
3 Defense Step
Declare a Dodge
Declare a Guard
4 Determining Accuracy
Determining If The Attack Hit or Not
Attack Was Dodged
Attack Connected
4 Damage Roll
Attacker Calculates Damage
Calculate [Guard] Stat
Calculate [Armor] Stat
Calculate HP Damage
Apply HP Damage
6 End Attack
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Step 3 - Defense
The targeted character may now react and attempt to defend against the
coming attack. The defending character may try to negate the attack by Dodging or
attempt to reduce damage by Guarding against the attack.
Dodge
The defending character performs an Opposed Check based on the
<Dodge> Skill. If the defending character beats the attackers accuracy roll, the attack is negated.
Guard
The defending character may choose to not perform a Reaction check and
instead reduce damage by his total [Guard] stat. This [Guard Stat] may be increased
with equipment of Powers.
If the defending character decides to Guard, the attack automatically connects and players will move on to Damage Roll.
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Step 5 - Damage Roll
Once an attack connects with its target, damage must be calculated. To
calculate damage, roll 1+[(Accuracy Checks final score)/10] dice and add the
result of all rolled dice together. The attacker may add the [Attack Power] from his
selected weapon, any bonuses from Powers and other attack power bonuses. The
final sum is the total damage dealt.
At this time, the attacker may use any Auto Action Powers to further boost
his attack power. As mentioned in step two, dice-modifying Powers do not affect the
Damage Roll unless specifically noted.
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-About Damage and RecoveryHP damage does not necessarily equate to physical wounds. HP does not
represent the condition of the physical body but rather the stamina and mental health
of the character. Thus, even if a character becomes Incapacitated, it does not necessarily mean he is suffering from a life-threatening injury.
When sacrificing HP as part of a Powers cost, the player must not go to zero
or below.
A character becomes Incapacitated when his HP reaches zero. Refer to the
next section for more details.
Incapacitation
When a characters HP goes to zero, that characters becomes Incapacitated
and can no longer act. He may not perform any Major Actions, Minor Actions, or
Reactions. Only Constant Powers stay in effect.
Until the character is revived, this condition will continue and the characters
HP will remain at zero. Normally, characters are automatically revived at the end of
battle, but the GM may also dictate other situations where a character is revived.
After battle, the characters HP will be returned to 1.
Death
Characters that die are immediately removed from the game. Pray for the
characters soul and prepare to make a new character.
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-Bad StatusesDuring battle, characters may fall victim to items or Powers that handicaps
them. These handicaps are called Bad Statuses. There are six different types of Bad
Statuses. A character may be inflicted with more than one at the same time.
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Characters that have gone berserk cannot perform any Reactions or Covers.
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Using Powers
Each Syndrome has a set of special abilities called Powers. Through the use
of these Powers, Overeds are able to accomplish challenges that are impossible to the
average man.
Roll or Declare
Most Powers may only be used at a specific time. Check the Timing entry for
the specific timing of a Power.
During any Action, a character may only declare the use of Powers once.
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However, characters may use several Powers at once with just one declaration. Refer
to the Combining Powers on the next page.
Powers that list Auto as its Timing will have different activation times depending on whether the Power is for attack or defense. Refer to Damage Roll on
page 295.
About Doubling-up
Using the same Power on one target does not double the effects. In this
event, the target chooses what he wants to be affected with. If the effect of a Power
changes depending on the result of a dice roll, the desired effect must be chosen
before any calculations are done.
Combining Powers
When using Powers, more than one Power may be declared at one time.
Through the act of combining Powers, a characters actions will be more effective.
There is no limit to the number of Powers that can be used at once, but there are
restrictions to what can be combined.
When combining Powers, the required Timing (i.e. Major, Minor, Setup, etc.)
and Skill for each selected Power must be the same. Powers that list a hyphen in its
Skill entry may be combined with one another.
Lastly, there will be certain Powers that cannot be combined at all. These
Powers will have this restriction written in their explanation.
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When dealing with Target types of equal priority, the declaring player may
select either Target type. Target types like Area and Area (Select) would be considered equal.
Limiting Range
When combining Powers that have different Range types, players must
select the shortest Range for their check. The different Ranges, listed longest to
shortest, are View, (x) meters, and Close.
If a Powers Range is listed as Weapon, utilize the Range of the Users currently equipped weapon.
Selecting Difficulty
When combining Powers that have different Difficulty types, players must
select the highest Difficulty for their check.
If one or more Powers in a combination list Opposed as its Difficulty, an Opposed check must be performed for the action. Powers that list Auto as its Difficulty
automatically defer to the Difficulty of the other combined Powers.
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Rules
Special Rules Regarding Power Combinations
In addition to the previously discussed rules, there are special exceptions
that must be addressed.
Combining Reactions
Powers that have Perform a Dodge in its explanation may not be combined
with Powers that have Perform a Guard in its explanation.
If Powers that read Perform a Guard are combined together, add together
the total [Guard] bonuses and apply it for that one Guard declaration. If a Power that
grants a +2 [Guard] bonus is combined with a Power that gives +4, the final [Guard]
bonus is +6.
has the option to attack any number of characters that are on the Scene. However,
<Lightning Spear> cannot be used in close-range. As a result, this combination allows the character to attack any number of characters on the Scene except for the
ones that he shares an Engagement with.
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Mutli-Target Powers
Certain Powers will allow an user to target multiple characters at once.
When using these Powers, the User only has to perform one Accuracy check and
damage calculation. He does not need to perform a separate check for each of his
targets.
Each targeted character must each perform their own Opposed check. They
are free to use their own Powers to boost their final score and their results will not
affect other targeted characters.
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-Situational Battle RulesThis section will deal with the extended rules for certain statuses, in-game
battle actions, and certain Powers.
Flight
Characters can achieve a status called Flight through the use of certain
Powers or items. When flying, characters cannot be obstructed in the same way a
grounded character would be.
Flying characters can only be blocked by characters that are also in the air.
Thus, a flying character only needs to Move normally if he wishes to Break Away from
an enemy.
When engaged with a flying character, grounded characters still need to use
his Major Action if he wishes to Break Away from the flying character.
There are no specific rules as to how high in the air a flying character is. If
needed, consider flying characters to be one or two meters in the air.
The important thing to remember is that as long as two characters are in the
same Engagement, they can target each other with melee attacks. It does not matter
if a character is flying or not.
Stealth
A character may use his Major Action to achieve a status called Stealth. By
entering Stealth, a character cannot be targeted with any kind of action. However,
[Area] and [Scene] attacks may target Stealth characters regardless. Also, hidden
characters cannot obstruct the Moves and Dashes of other characters.
A character loses Stealth when he performs any Action or takes at least one
point of damage. If a character is in an Engagement with an enemy character, he
cannot enter Stealth.
Riding Vehicles
If a character possesses a Vehicle, he may use his Minor Action to ride it.
To get off a Vehicle, a character must use his Minor Action once more. Note that a
character may only ride one Vehicle at a time.
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Transporting Others
Characters may hitch a ride in the Vehicle of another character. Although
a character loses the ability to Move of his own free will during battle, he will automatically travel to the same position as the character he is riding with whenever that
character Moves or Dashes.
To get into another characters Vehicle, a character must be in the Engagement of the Vehicle he wants to ride. He then uses a Minor Action to get on the
Vehicle. This action only succeeds if the driving character agrees to allow the character in. A character can only leave the Vehicle if he uses his Minor Action to get off, or
he is forced out somehow. Finally, it is up to the GM to decide how many people may
ride a single Vehicle.
Cover
When a character is being attacked, another character from the same Engagement may declare a Cover and take the attack in place of the original target. To
declare a Cover, a character must still be in the Pre-Action state. Performing a Cover
automatically ends a characters turn and puts him in the Post-Action state.
Cover must be declared before the attacker does his damage roll. If the attack does not do damage, then the declaration must be made before any effects are
applied to the target.
If the character who declared Cover and the one being protected are attacked at the same time, the character that declared Cover will receive more damage.
The number that is achieved after [Armor] and [Guard] is subtracted will be doubled,
and the Covering character takes that amount of HP damage. Powers that reduce HP
damage may be applied after the final damage total has been doubled.
When a character Covers someone from a Single-target attack or declares
Cover when he himself cannot perform a Reaction, damage is calculated as if he is
Guarding. This rule does not apply to characters that performed a Reaction to an attack.
Note that Cover can only be declared against attacks. Also, Cover can only
be declared once per Main Process. No Powers may override this restriction.
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Miscellaneous Damage
Characters may also be injured by various environmental hazards. For
example, if a character were to fall off from a high place or be burnt by fire, the GM
may require the character to take (2D10+X) points of damage. X is normally equal
to zero, but the GM may increase the amount as he sees fit. Naturally, the GM may
change the amount of dealt damage as he sees fit.
Ammunition
While weapons such as guns and crossbows normally need ammunition,
there is no need to worry about acquiring ammunition in this game. It will be assumed that the character will always have enough ammunition. There is also no need
to restock throwing knives or other thrown weapons whenever they are used.
<Red Servant>
<Red Servant> creates a pseudo-life form called a Servant. A Servant will
be treated as a separate Overed character and will have the following listed functions.
The character that created the Servant will be referred to as the creator.
Creating Servants
When the creator uses <Red Servant>, a Servant will appear in the same
Engagement he is in. The creator will determine the servants appearance, but he
cannot make it resemble a specific person. If the creator wants to make a servant
that is someones copy, he must acquire the appropriate Powers.
A Servants Sub-Stats
A Servants Sub-Stats will be calculated as per normal character creation
rules. However, a servants HP will be determined levels of the creators Powers. Disregard Stats when calculating HP for Servants. Finally, a Servant does not have Stock
or Savings points.
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A Servants Powers
A Servant has the same Powers as its creator. However, it cannot use <Red
Servant>.
When a creators Servant uses a Power, his own Encroachment Rate will
increase. When the Servant or creator uses a Power that have a limited number of
uses, their uses are counted as a single total. This means that if a Servant uses a
Power can only be used once per round, then the creator cannot use that Power.
A Servants Items
With the exception of Fists, Servants cannot equip or use any normal Items.
In-Battle Actions
A Servant is treated as a character and will fight and move normally when its
turn comes. The creator will decide the Servants actions.
A Servants Loises
A Servant may not have or use Loises and Tituses.
Losing a Servant
A Servant is immediately removed from the game when it reaches zero HP.
Since the Servant does not become Incapacitated or die, it cannot be revived in any
manner.
<Fusion>
<Fusion> is a special Power that enhances its target by giving him the
Users Powers. During this section, the character that uses <Fusion> will be referred
to as the User and the target of <Fusion> will be referred to as the Target.
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Movement while <Fusion> is in Effect
While <Fusion> is in effect, the User cannot move on his own. When the
Target moves to a different Engagement, the User automatically follows.
In addition, as long as <Fusion> is in effect, the User cannot be the target
of any Powers that forces a character to Move.
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Miscellaneous Rules
-Rules for Session ProgressionThis section will explain special rules that will be used during a session of
Double Cross. The GM should apply these rules to match the needs of the situation.
Stocking Items
In Double Cross, Items that are acquired mid-session are discarded during
the After-Game. To have Items carry over between sessions, a player must Stock the
Item for his character. Stocked items will carry over between sessions. If an Item
were to be destroyed or lost, it will always be restored to the characters inventory at
the beginning of a new session.
As mentioned in Character Creation, Stock Points regenerate for a character
at the end of each session. How many Stock Points a character receives for each
session is calculated using the same formula that was used during Character
Creation. That formula is ([Social] x 2(+ (<Procure> x 2).
To stock an Item, a player must use Stock points (page 81) and pay the
Stock cost of the item he wants. If an Item does not have a Stock cost (i.e. a GMs
original item), the GM may set the cost. A cost of zero is also valid. Note that Items
can only be stocked during the Pre-Game and After-Game.
Savings Points
Savings points are points that can be used to represent money. Although
Savings points cannot be used to Stock Items, the can be used to gain modifiers for
Procure and Investigation checks (page 311 and 312).
If a character has any unused Stock points at the beginning of a new game,
those points are converted to Savings Points. Unlike Stock points, the total amount of
Savings points will carry over between sessions.
Rules
About Stock Points Earned During Character Creation
([Social] x2)+ (<Procure>x2) Stock points are acquired during Character
Creation. By using these points, characters may start procuring necessary items and
equipment.
Stock points are always recalculated during the After-Game. Adjust Stock
points appropriately whenever there are changes to [Social] or <Procure>.
Note that items may be traded-in and out during the After-Game. Recalculate Savings points if Stock points increase or the amount of spent Stock points
changes after item trade-ins.
Procure Checks
During a session, a player may request the GM to allow him to purchase
items for his character. If the GM allows this, the player must now perform a Procure
check.
Procure checks are regular checked that are rolled against the <Procure>
Skill. The player must check the Procure cost of his desired Item when rolling and
use that number as his difficulty. A Procure check is successful when the rolls score
equals or beats the Items Procure cost.
During Procure checks, players may spend their Savings points to gain a
bonus towards their score. Add one point to the check score for every Savings point
spent. Savings may be spent after dice have been rolled.
When declaring the use of Powers for these checks, restrict Powers to one
declaration per Minor Action and Major Action.
Normally, Procure checks may only be done once per Scene. In addition, the
GM may forbid Procure checks if shopping is not appropriate for the current situation.
As noted before, Items gained through Procure checks cannot be Stocked
and are discarded at the end of the After-Game.
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Investigations
The goal of a session may not always be made known. It is only after the
players go through the Opening and meet up with one another that the ultimate goal
of a session is made clear. To reach the final goal, players must acquire information
and break through the mystery that hides their path. This information may concern
the location of the enemy or the MO of a serial killer.
During the game, players may gather information through Investigations. As
the players solve mysteries, the GM may hand over vital information. Checks may be
requested if the need arises.
Investigation Scenes
The GM may create Scenes for investigations whenever the players need to
search for information. When creating these Investigation Scenes, the GM does not
need to create all the minute details involving the Scenes setting or investigation
method. In fact, the players may make suggestions to the GM as to where or how
they wish to proceed.
No matter what suggestions a player has, the final decision regarding the
Scenes details is to be made by the GM.
Investigation Checks
During Investigation Scenes, each Player Character may perform one Investigation check. As with any check, the difficulty and Skill to roll is decided by the GM.
The GM typically will ask that the investigation be done based on some form of the
<Info:> Skill. Check difficulty will typically be 6 to 15. Information that is common
knowledge would have a low difficulty of 6, while information that has been deliberately hidden would have a higher difficulty of about 9.
When declaring Powers for these checks, restrict the use of Powers to one
declaration per Minor Action and Major Action.
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World Section
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Double Cross.
-The OveredsAn Overed is a superhuman who can instantly recover from injures that
would kill the normal person, and possesses extraordinary physical and mental
ability. In addition, an Overed has access to supernatural powers. Turning skin to
metal and the manipulation of fire or light are examples of powers an Overed may
have. The average human is practically defenseless against Overeds, who receive
their abilities from a virus called Renegade.
-The Renegade VirusThe Renegade is a virus that opposes humanity and the laws of nature and
was first unleashed onto this world twenty years ago.
Twenty years ago, an archeology dig team unearthed mysterious ruins in a
Middle Eastern country. When civil war broke out, the team attempted to return to
their country with their findings, but their plane was shot down. An unknown virus
that was part of the excavated items ended up being spread into the atmosphere
when the plane blew up.
Since this incident, bizarre phenomenon have been occurring all across the
globe, resulting in a major public safety problem that the world governments were
having trouble dealing with. Many of these incidents involved unexplained fires, explosions, murders and even acts of terrorism.
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-Professor Caudwells WarningDuring this time, a certain thesis was sent to all of the worlds governments
through through top secret routes. This thesis was written by the renowned biologist
Alfred J. Caudwell. The thesis revealed the existence of a retrovirus dubbed Renegade
and explained that after a certain incident in the Middle East, the virus spread across
the globe and infected most of humanity.
The thesis went on to reveal how certain carriers will become an Overed
if the virus were to become active. However, it was also mentioned that if a host is
unable to fight back the Renegades encroaching nature, he will lose his sanity and
become an impulsive monster called a Gjaum.
Gjaums
Gjaums (pronounced Jy-au-m) are people that lost their soul to the Renegade. Their souls, and sometimes even their outward appearance, will become
inhuman in nature. Professor Caudwell suggested that the unusual increase of crime
and terrorism in recent years was due to Gjaums.
The contents of Professor Caudwells thesis were never made public. Since
most Overeds and Gjaums look like regular people, a public announcement would
cause the general public to fall into a state of paranoia, which would clearly lead to
riotous witch hunting.
-Humans and the RenegadeAt the time, society was considered incapable of properly dealing with the
crimes and destruction that were caused by Gjaums. Professor Caudwell revealed
the existence of a terrorist organization that is made up of malicious Overeds and
Gjaums. He suggested that the global chaos is being deliberately caused by the
terrorist organization known as False Hearts.
-The Universal Guardian NetworkProfessor Caudwells thesis continued with the following declaration: I am
an Overed and with other sane Overeds like me, we will protect humanity from the
Gjaums.
In order to take down the unusually resilient Gjaums, one would need highpowered weaponry they normally cannot be used in a city environment, at least not
without major collateral damage. In order to take down Gjaums without destroying
society, Overeds and their powers were needed. Thus, Professor Caudwell and his
Overed allies formed the Universal Guardian Network (UGN). This was the start of the
shrouded battle for humanity.
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World Section
-The UGNs OperationsThe current operations of the UGN falls under four different categories: Incident resolution, information manipulation, protection and training, and research and
development.
Incident Resolution
The UGNs main operations involve handling all Renegade-related incidents.
When an Overed or Gjaum commits a crime, or if an incident is Renegade-related,
the UGN will dispatch one of its agents or an allied Overed to investigate and handle
the situation.
While there are instances where the cooperation of the local police or military is acquired, the local authorities usually only give information support and are
never informed about the true nature of the incident. This is due to the fact that only
Overeds can defeat a Gjaum in battle and that information regarding the Renegade
virus is heavily regulated.
Information Manipulation
All information regarding the Renegade virus is highly classified. Even with
first-world countries, it is common for only the most high-ranking officials to have any
knowledge.
The UGN is constantly manipulating all possible information sources,
whether it be eyewitnesses, mass media, or rumors spread on the web. The UGN
uses not only its massive resources but also the powers of Overeds to hack computers or delete human memories, making the control on information very tight.
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The ultimate goal of this research is to find a cure for the virus. Basically,
the UGN wants to find a way to turn an Overed back into a normal human. However,
researchers have yet to figure out where to start, much less create a treatment.
-The UGNs Organizational StructureA twelve-member central committee called Axis is the UGNs highest
authority. The national branches of the UGN are second-highest in the chain of
command, followed by individual city branches. Each nation runs their branches in a
different manner.
When the UGN was first founded, its members consisted of an equal number
of Overeds and non-Overeds. However, the percentage of Overed members steadily
increased as the Overed population and the UGNs influence grew.
UGN Agents
UGN agents are the front-line personnel that actively deal with Renegaderelated incidents. This group is composed primarily of battle-trained Overeds. Many
agents use a secondary job as a cover for their real work.
UGN Children
UGN Children are youth under the age of twenty that were born as Overeds
or awakened at a young age and have been raised inside an UGN facility. Children
are usually orphans or people that had to be taken away due to their uncontrollable
power. Although they do not know what a normal life is, the Children are experts on
the Renegade virus and its powers.
Illegals
Illegals are Overeds that are not affiliated with the UGN, but cooperate with
the organization. Illegals normally live their own lives and only deal with Renegaderelated incidents when the UGN requests their help.
Each Illegal has his own reason for not joining the UGN. For many, it is
because they have different views on justice. Illegals come from all walks of life. They
may be students, policemen, private investigators, or even hackers.
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-The UGN in JapanThe Japanese government initially refused to support the UGN and only accepted the UGN after they could no longer handle the increasing number of Overedrelated crimes. This late acceptance created a divide between the UGN and the
national agencies that to this day has not been resolved. Japans Ministry of Health,
Labour, and Welfare is supportive of the UGN, while the Self-Defense Force and
National Security attempt to contain the virus using their own aggressive methods.
UGN Japan
Yugo Kiritani is the director of UGN Japan. Under him are the branches of
major cities and cities that have a high rate of Renegade-related incidents. Each city
branch has a strong sense of independence and acts autonomously from one another.
However, the Japan Branch will deploy its own agents during large-scale operations
and incidents if False Hearts is involved.
Other Branches
Each branch office is allocated a single city and will be in charge of all
Renegade-related within that citys surrounding area. The Japan Branch only acts in
a supervisory manner. Many branches will disguise themselves as a part of a government agency or the Lancaster Corporation, but smaller branches may sometimes
open up a cafe or detective agency as cover. Other branches may only handle
research or training and will structure their branch to specialize in that field.
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-False Hearts Organizational StructureIt is theorized that False Hearts does not have a pyramid structure like the
UGN and instead is comprised of an interconnected web of cells. Supposedly, each
cell is run by an agent who has his own subordinates and allies, which only a central
hub called Central Dogma that connects the entire web together.
FH Agents
Overeds and Gjaums act as False Hearts agents. Many do not act under
a single will and instead will act on their own desires and impulses. They have no
qualms with abusing their Renegade powers and actively attempt to destroy society.
Masters
Agents that are particularly powerful are called Masters. Nearly all Masters
are powerful Gjaums that excel in their particular expertise, such as battle or
brainwashing.
-False Hearts in JapanJapans False Hearts was considered relatively organized. This unity was
due to the influence of the agent Kyoka Planner Tsuzuki.
When Kyoka Tsuzuki suddenly left the organization a few months ago,
control over the collective whole was lost, but this did not make False Hearts weaker.
Instead, the individual cells have become more active, resulting in an increase in terrorism and crime.
It is rumored that several Master-class agents have been introduced into FH
Japan from the outside, which would increase the organizations influence and could
lead to a major incident that could break the power balance between the UGN and
False Hearts.
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In rare cases, a Gjaum can maintain control over his reasoning, but his
humanity will still be lost. While these kind of Gjaums may look human, they are only
monsters that act efficiently to satisfy their impulses.
Even if an Overed can overcome the shock of the initial awakening, the
possibility of becoming a Gjaum always exists. The Renegade becomes more
aggressive as an Overed uses his powers, and will agitate the hosts Impulses as if
the virus was trying to take over. It is because of this situation that many Overeds
become Gjaums during the middle of a battle.
Encroachment Rate
The symptoms of the Renegade vary from case to case. Some will not
experience physical changes, while others will only experience temporary transformations. Regardless of what symptoms are caused, the Renegade will release a
material called Renegade Material into the air whenever it becomes active.
The Encroachment Rate is a rate that determines how active the
Renegade has become, and is measured by calculating the Renegade Material that
is in the air. An Overed will become a Gjaum when this rate reaches 100%.
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-The Overeds AbilitiesOvereds are humans that achieve superhuman powers when the Renegade
becomes active in them. These powers are categorized into Syndromes and Powers.
Syndromes
Syndromes are the categories of Powers and characteristics an Overed
may acquire. There are currently twelve known Syndromes.
Breeds
Until recently, there were only two categories of Overeds: Crossbreeds and
Pure-Breeds. Crossbreeds are Overeds that display two Syndromes, while PureBreeds are Overeds with only one Syndrome. The latest Overed type to appear is the
Tri-breed.
Tri-Breeds
Overeds with three Syndromes are referred to as Tri-Breeds. Originally,
Overeds would only display a maximum of two Syndromes, but due to the Renegade
reaching a new stage of evolution, people with three Syndromes have been appearing across the globe. Some Overeds first awakened as a Tri-Breed, while others
were originally Crossbreeds but later displayed a third Syndrome.
-PowersPowers are the categorizations of an Overeds superhuman abilities. Syndromes are only general groupings for Powers. Powers are the manifestation of
superhuman acts and are the basis of an Overeds abilities. These Powers must be
used with caution. Stronger Powers causes the Renegade to become more active,
thus increasing the possibility of a rampage.
Common Abilities
The following are abilities and Powers that all Overeds possess.
Warding
Overeds can affect the people around them in a certain way by consciously
(or unconsciously) releasing a large amount of Renegade Material into their surroundings. This creation of an area that is saturated with Renegade Material is called
Warding.
When in Wardings field of influence, Overeds will feel their virus become
more active. Non-Overeds that are hit with Warding will often feel extreme uneasiness, displeasure, or weakness. Normally, this results in a mental shock that knocks
out regular humans.
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Resurrect
Overeds are extremely resilient. This is because the Renegade virus protects
its environment by actively healing the hosts body. This act of healing is called Resurrect. This Power can be automatically or forcefully used even without any training.
Renegade Control
Renegade Control refers to the ability to manipulate and control the Renegade. The UGN is constantly researching ways to control Renegade-induced Impulses
and regularly trains their Overeds in these methods. These methods may involve
breathing techniques, meditation, or sleep therapy.
-What it means to be an OveredOnce an Overed that has been trained to control the Renegades Power and
its Impulses, he will be able to carry out a normal life. However, it is impossible to
completely tame the virus.
Impulses can always be triggered when the Renegade reacts to something
in the surroundings. Contact with fellow Overeds, the use of Powers, or a random occurrence could set off the virus. The greatest fear of all Overeds is the loss of the soul
and the inability to return to normality.
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Strangers
The Strangers is a military corps of Overeds that exists
within Japans Self-Defense Force. This force is armed with
Anti-Renegade equipment and heavy artillery, making them
the only part of Japans military that can fight off Overed.
However, due to the nature of their corps, Strangers cannot
be deployed on a whim.
Strangers often deploy together with the Special Crimes division of Japans
police force and are known for their cold and heavy-handed handling of Overeds.
Tempest
Tempest is an American military corps of Overeds that
is part of the troops that are stationed in Japan. This force is
used to experiment with the military applications of Overeds
and often receives protests from the UGN for its inhumane experiments and missions. These protests are regularly ignored.
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Kamishiro Group
The Kamishiro Group is a large, well-known Japanese
conglomerate. While its core business is in heavy industry and
biotechnology, the Group has a strong presence in the military
industry and maintains top-secret facilities for Renegade
research.
The Kamishiro Group has maintained a peaceful relationship with the UGN,
but the UGNs monopolization of Renegade-related information in recent years has
earned the ill will of many. An anti-UGN wing has risen within the Kamishiro Group
and is now attempting to work independently from the main company.
Guild
The Guild is a worldwide criminal network that was
first formed when the drug-trafficking mafia groups of the
world created an alliance that was aimed to harbor and transfer felons. The Guild now harbors criminal Overeds and other
Renegade-abusing career criminals, making them a considerable force.
Tindalos
Tindalos is a civilian group in Japan that is dedicated
to keeping people safe from Overeds and Gjaums. Unlike
other similar civilian groups, Tindalos has a relatively good
understanding of the Renegade virus and knows about the
existence of secret organizations like the UGN. Tindalos is at
odds with the UGN, and considers their coverup and disregard of civilian casualties as an result of an elitist mindset.
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-The Evolution of the Renegade BeingsIt is said that Renegade Beings have existed since ancient times, possibly
long before humans came about. However, these early Renegade Beings had low levels of intelligence and only a rare few were capable of communication. At this time,
the only Being capable of autonomous behavior was the being that would later be
known as False Hearts Kyoka Planner Tsuzuki.
Kyoka Tsuzuki is thought to be one of the first Renegade Beings to awaken,
but it is unknown as to when or where she was born. Some say that she has often
intervened in human history, regularly changing her name as time passed. The only
indisputable fact about Kyoka Tsuzuki is that she is an unique existence whose distinct self-awareness and intelligence surpasses humans.
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-The Rise of XenosDuring and after the Omokage Island Incident, Kyoka Planner Tsuzuki
vanished from False Hearts Japan. It was assumed that she died during the incident,
but reemerged and became a new threat to the order of both the UGN and False
Hearts.
In contrast to her previous appearance as a young woman, Kyoka Tsuzuki
returned in the form of a ten year old girl. She openly declared her true identity as a
Renegade Being and her intention to leave False Hearts. She then went on to create
an organization of Renegade Beings called Xenos.
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Xenos as an Organization
Xenos is a mysterious and elusive organization comprised of a small number
of Renegade Beings. At first glance, the actions of each member are not unified. If
there is one member that goes out to destroy a small countrys military, theres another member that coordinates with False Hearts to carry out acts of terrorism. Some
members may even work with the UGN to handle Renegade-related incidents.
It is not clear as to what Xenos goal is. However, it is clear that Xenos
leader, Kyoka Tsuzuki, is in the background manipulating the actions of every member.
The UGN as a whole has yet to create a countermeasure towards Xenos.
Currently, each branch chief has been ordered to act according to circumstance
whenever Xenos carries out its doctrine.
False Hearts never had much in terms of unified policy, so naturally the
response towards Xenos differs between each cell. Their general stance is to treat
Xenos as an enemy when their actions pose a threat and to treat them as allies
when their actions can be beneficial.
Isolation
Unlike their fellow brethren that show an interest towards humans, certain
Renegade Beings choose to turn their backs on humans. Those that choose this path
tend to live in natural habitats that are isolated from humans.
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Categories of Renegade Beings
How a Renegade Being acts and behaves will vary from individual to individual. The conditions of a Renegade Beings birth in particular are a major factor in
how an individuals existence is shaped. What a Being originated from is referred to
as its Origin.
Each individual Being has its own Origin. They may have come from a piece
of ore that was worshiped, a long-lived animal, or even a world-famous story. Some
Beings may have more than one Origin. Regardless of what its Origin is, a Renegade
Being will be able to exercise its full power when it transforms back to a form that
more closely resembles what it originated from.
The following is a list of currently known Origins:
Origin: Animal
Renegade Beings that came from animals fall under this Origin type. When
a Renegade Being of this Origin shows its true form, beast-like eyes or scales may appear.
Origin: Colony
Renegade Beings of this Origin were originally some sort of collective,
whether it be a coral reef, a batch of slime mold, or even a forest.
Origin: Cyber
Renegade Beings of this Origin were born from some form of technology.
They may have come from thing such as an internet program, an AI with a soul, or a
robot.
Origin: Human
Renegade Beings that originated from a human or human-like life form fall
under this Origin type. They are human-like in appearance, but clearly have a different mindset. Clones without self-awareness and other types of empty vessels that
gain consciousness through the Renegade will usually fall under this Origin.
Origin: Plant
Renegade Beings that were originally plant life will fall under this Origintype. Unlike Colony Renegade Beings, Plant Renegade Beings usually originate from a
single plant.
Origin: Mineral
Renegade Beings that came from rocks, ores, or crystals are of this Origin
type. When Renegade Beings of this Origin revert to their original form, their skin
often will become like their mineral of origin.
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Origin: Legend
Renegade Beings of this Origin are born from the imagery of a rumor, urban
legend, or a bit of information. Their true forms are created based on the social idea,
common imagery, or story that they were born from.
-The Behavior of Renegade BeingsThe behavior of Renegade Beings also differs from individual to individual.
Beings that are capable of autonomous behavior are very likely to behave in one of
the following three patterns.
Independent
These types have their own body and are capable of autonomous action.
Just like humans and other independent life forms, these types are a single complete
life form.
Controller
These types will control and manipulate some sort of host. Life forms and
inanimate objects like ores are all potential hosts. When a Controller Renegade Being
invades a life form, it will seal away the hosts consciousness.
Collaborator
These types will enter a life form and share a consciousness with its host.
While they are similar to Controller Renegade Beings in that they need to enter other
life forms in order to operate, Collaborator Renegade Beings in general will not seal
away the hosts consciousness. Due to this, a host will usually sense the presence of
the Renegade Being. If a host is unaware of his Renegade Being, it is usually
because he passes out whenever the Renegade Beings personality surfaces.
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-EX RenegadesHumans are not the only potential targets for the Renegade. Animals,
inanimate objects, and even computer programs can be taken over by the virus.
Strains of the Renegade that take over non-human targets are referred to as EX
Renegades.
Items transformed by an Ex Renegade will be able to act autonomously and
gain abilities that could not be normally acquired. Legendary items are an example
of this phenomenon, as certain famous swords and cursed jewels were actually items
infected with an EX Renegade. Currently, the UGN, False Hearts, and other organizations have developed the skills and technology needed to utilize some of these items.
Renegade Beings and EX Renegades are differentiated by their level of
sentience. Which category a strain falls into depends whether or not it can recognize
itself as a Renegade strain. There are EX Renegades that can communicate with
humans, but generally Renegade Beings are far more adapt at communication.
-The Renegade CrystalStrong concentrations of the Renegade may attempt to preserve itself by
"infecting" a piece of ore. When this happens, the virus will crystallize and become a
material known as the Renegade Crystal.
By fusing with an Overed, a Renegade Crystal can greatly increase the
subject's power. However, most Overeds are unable to handle the increase of power
and end up becoming Gjaums or dying. Only the Adapted- a type of Overed that
have a special affinity with a Crystal - can control the Crystals power.
The Renegade Crystals composition and how it actually stimulates the Renegade has yet to be fully analyzed. There has been research to artificially recreate
the Stones powers, but none have succeeded. False Hearts research has lead to the
development of an item called the Artificial Renegade Crystal, but it is a defect that
does not have any of the enhancing properties of the original. Due to the difficulty to
create the item, the Renegade Crystal is also called the Philosophers Stone.
The Renegade Crystal has a few special characteristics, the first of which is
the inability to surgically remove the Crystal once it has entered an Overeds body. If
someone were to attempt to remove it, the hosts Renegade will overreact, resulting
in the host either becoming a Gjaum or dying.
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The Stones second characteristic is its ability to carry on its previous hosts
consciousness. The existence of this characteristic is questionable since this phenomenon rarely presents itself, but there are Overeds that claim to have had a conversation with the previous host. Further research will eventually explain this phenomenon
and what it could possibly mean.
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Characters
This section will introduce people that have had an effect on the world of
Double Cross. These characters may be used in a Scenario as a Player Characters ally
or enemy.
Typically, players will have selected one of these NPCs as part of their characters Life History. By making these characters as their own characters boss, master,
or rival, players can create a deeper character background.
These characters can also be used in a Scenario as a client/boss, informant,
or mastermind. The danger and overall urgency of a Scenario can be enhanced by
having high-ranked and important characters make an appearance.
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Breed: Pure-Breed
Syndrome: Solaris
Work: UGN Branch Chief
Cover: UGN Japan Director
Encroachment Rate: 30%
Gender: Male Age: 34
The director of the UGN Japan Branch. He is calm and gentle man, but has outstanding willpower and judgment, which
as earned him the Leviathan. Now that Professor Caudwell
declared Japan as his target, UGN Axis has been giving special
attention to Kiritani and his efforts to keep now chaotic Japan
Branch intact.
Alfred Iscariot J. Caudwell
A High-Ranking FH
Agent
Breed: Unknown
Syndrome: Unknown
Work: FH Cell Leader
Cover: FH Leader
Encroachment Rate: 240%
Gender: Male Age: 51
The supposedly dead founder of the UGN and now highranking FH agent. Professor Caudwell is so powerful that he
can destroy several large branches by himself and commands
Master-class agents as his pawns. He has publicly announced
his intentions to destroy the UGN, but is calling out to current
UGN members to join him.
Johan Master Wraith Caudwell
This is the will of my father. Die!
Professor Caudwells
Subordinate
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Breed: Crossbreed
Syndrome: Salamandra/Chimaera
Work: FH Child
Cover: High School Student
Encroachment Rate: 210%
Gender: Male Age: 17
A boy that claims to be Professor Caudwells son. Since
his codename uses FHs unique title Master, one can imagine how strong Johan is. Johan is very belligerent and enjoys
waging frontal fights. He has fought the UGN several times,
but has yet to be injured. Also, this person enjoys sweets.
World Section
The Unrelenting
False Hearts Agent
Breed: Tri-Breed
Syndrome:Chimaera/Exile/Bram Stoker
Work: FH Agent
Cover: FH Agent
Encroachment Rate: 115%
Gender: Male Age: 40
An once excellent FH agent that was once a candidate for a
leadership position, but has been on a losing streak ever since
he was beat by the UGN during a certain mission. Despite
continued failures and several deaths, Kyoji somehow keeps
coming back. Kyoji is now Master Races subordinate. Kyoji
recently became a Tri-Breed and is now convinced that he can
finally win.
Rosa In Name of the Rose Baskerville
I dont care for sentimentalism.
Breed: Crossbreed
Syndrome: Morpheus/Solaris
Work: UGN Agent
Cover: UGN Japan Assistant Branch Chief
Encroachment Rate: 34%
Gender: Female Age: 29
An agent from the UGN HQ that was transferred to UGN
Japan by the central committee. Officially, Rosa was sent to
assist Kiritani and the chaotic Japan Branch, but in actuality
her job is to watch over the Japan Branch and make sure the
The Watch Dog for UGN now vital post does not act unilaterally. Her cold demeanor and
emphasis on order has earned her the nickname Inquisitor.
Japan
Yurika Rafflesia Himemiya
Your powers are...very interesting.
A UGN Renegade
Researcher
Breed: Crossbreed
Syndrome:Neumann/Solaris
Work: Researcher
Cover: UGN Agent
Encroachment Rate: 60%
Gender: Female Age: 24
A researcher that belongs to R-Lab, the UGNs Renegade
research division. Despite coming from a wealthy family,
Yurika is an eccentric person that almost literally loves Renegade-related research. When dealing with rare symptoms, her
cheeks blush, her eyes get glossy, and will skip sleep. In the
past, Yurika has also used her knowledge of the UGNs political
structure to get her research a higher priority.
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An UGN Agent
Breed: Crossbreed
Syndrome: Morpheus/Hanuman
Work: UGN Child
Cover: UGN Agent
Encroachment Rate: 34%
Gender: Male Age: 19
An UGN agent who was once an UGN Child. Unlike the
average Child, who is diligent and calm, Hayato carries himself
in an unprofessional manner. One would never feel a sense of
tension or responsibility from the way he acts. Still, for all his
complaining and slacker attitude, he has never abandoned a
mission and that has earned him the respect of others.
Therese Blum
Could you tell me more?
Breed: None
Syndrome: None
Work: UGN Agent
Cover: UGN Axis Member
Encroachment Rate:
Gender: Female Age: 15
A girl prodigy who is already a member of the UGN Central
committee and has earned several doctorates at the mere age
of fifteen. The owl that is always on Thereses shoulder is a pet
Over-Animal that acts as her bodyguard. As a moderate who is
A UGN Central Commit- trying to unite the disordered UGN, Therese often has to aptee Member
pease both political sides of the committee.
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An UGN Illegal
An Informant with
Rising Credibility
Breed: Crossbreed
Syndrome: Black Dog/Chimaera
Work: High School Student
Cover: Informant
Encroachment Rate: 28%
Gender: Female Age: 17
A freelance informant that only has money on her mind.
Although hopeless in battle, Mia is an excellent hacker and has
connections throughout the web and beyond, allowing her to
quickly gather reliable information. Her confidence matches
her amazing skills, but she sometimes fails by not following
through. She was shocked when she learned that meerkats
are not cats.
Soichi Predator Iba
A Battle-Crazed
Assassin
Breed: Crossbreed
Syndrome:Bram Stoker/Neumann/Balor
Work: Assassin
Cover: Assassin
Encroachment Rate: 260%
Gender: Male Age: 30
A man who is feared as the professional assassin Predator. Soichi is known for appearing from nowhere and brutally
killing his targets. He prioritizes the joy of battle over the
completion of his jobs and as a result the number of casualties
that were started on a whim has now exceeded four digits.
Soichi is considered one of the strongest Overeds out there.
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President of the
Kamishiro Group
Breed: Crossbreed
Syndrome:Neumann/Orcus
Work: Executive
Cover: High School Student
Encroachment Rate: 43%
Gender: Female Age: 18
The president of Kamishiro Group, one of the worlds
few conglomerates. Despite being a minor, people recognize
Satsuki as a skilled lady. As a joint venture with the UGN, she
has put a great focus on Renegade research. However, an
anti-UGN/anti-president wing has recently formed within the
Group. As confidants retire and vanish, she must now fight on
her own.
Takemichi Paint it Black! Kurosaki
They wont stop until you squash their brains, so dont hold back.
Breed: Crossbreed
Syndrome: Angel Halo/Black Dog
Work: National Guardsman
Cover: Strangers Captain
Encroachment Rate: 110%
Gender: Male Age: 32
The new captain of the militarys anti-Renegade corp Strangers.
Despite being an Overed himself, Takemichi is very anti-Overed. He is
constantly criticized for this cruel and brutal handling of Renegade-related cases. As the UGN becomes unstable and public safety becoming
worse, he has started to gain support from the Self-Defense Forces
Captain of the Strangers high-ranking officers.
Shusei Tani
I informed the local jurisdiction. The rest is up to you.
Breed: None
Syndrome: None
Work: Detective
Cover: Police
Encroachment Rate:
Gender: Male Age: 51
A detective for the polices anti-Renegade unit. This unit
was created by the polices pro-UGN wing and is referred to
as Section-R. Shusei handles all the Renegade cases for
all jurisdictions. He is a former forensics officer and his long
relationship with the UGN has made him familiar with the
Renegade. He lost his family in a Renegade case and is known
for thorough investigations.
World Section
Leader of Xenos
Breed: Pure-Breed
Syndrome: Neumann
Work: Renegade Being
Cover: Xenos Leader
Encroachment Rate: Unknown
Gender: Female Age: Unknown
The former FH Japan Branch chief and current head of the
Renegade Being organization Xenos. Although she looks like
a little girl, Kyouka is the oldest Independent-type Renegade
Being in existence and has been involved with humans since
ancient times. She organizes the Renegade Beings for her
many plans, but her goals remain a mystery.
Tiger Eye
Human, show thy heart to me.
A Xenos Member
Breed: Crossbreed
Syndrome: Angel Halo/Orcus
Work: Renegade Being
Cover: Xenos Member
Encroachment Rate: 158%
Gender: Unknown Age: Unknown
A Controller-type Renegade Being that uses a red tiger
eye stone as a body. He is known to speak with an older
dialect. Tiger Eye has the ability to invade and control his
possessors mind and specializes in infiltration missions.
Wish-ing to understand humans better, he also uses his
abilities to observe their minds.
A Xenos Member
Breed: Crossbreed
Syndrome: Neumann/Solaris
Work: Renegade Being
Cover: Xenos Member
Encroachment Rate: 99%
Gender: Female Age: 20
A woman that lives with the Collaborator-type Renegade
Being Minerva. These two share a mutual interest; Minerva
wants to understand humans though combat, while Nagi
seeks fierce battle. This duo iss Xenos expert on melee
combat.
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Wakana Yaegashi
Dont mind me. Im just doing what I can.
Breed: None
Syndrome: None
Work: High School Student
Cover: Student Body President
Encroachment Rate: Gender: Female Age: 16
The student body president at City N Public High School
whose motto is, Make school fun. She works on and off the
campus to stay true to her motto and has become a sort of
local attraction. She has a suggestion box for problems, all of
which she does her best to solve. She is popular and everyone
in the school will recommend seeing the president first if there
are problems.
Cesario
A Mysterious Overed
Breed: Crossbreed
Syndrome: Balor/Orcus
Work: Renegade Being
Cover: High School Student
Encroachment Rate: 30%
Gender: Female Age: 15
A Collaborator-type Renegade Being that currently resides
in a high school girl named Kiyone Hoshino, who is not aware
of Cesarios presence. Kiyone is usually in control of her body,
but Cesario will take over when she senses dangerous
Renegade activity that needs to be put down.
Takeshi Aiba
Hey bud. Hows it going?
Breed: None
Syndrome: None
Work: Delinquent
Cover: Delinquent
Encroachment Rate: Gender: Male Age: 17
A student at City N Public High School. His strength in
fights have earned him the attention of the local young
troublemakers. He plays the role of the lone wolf, but he does
look after his fellow man, making him a target of respect for
his fellow delinquents. Some are even trying to get Takeshi to
form his own gang, but the man keeps on refusing.
World Section
A Journalist
Breed: None
Syndrome: None
Work: Journalist
Cover: Journalist
Encroachment Rate: Gender: Male Age: 25
A journalist that is currently getting recognition. Hes the
kind that charges in blindly, and this bad habit has gotten him
mixed up in Renegade-related incidents. He never does figure
out the truth though, since he blindly draws conclusions. Nonetheless, the UGN keeps this man under surveillance because
its still possible that he will learn about the Renegade virus.
A Guild Member
Breed: Tri-breed
Syndrome: Morpheus/Neumann/Solaris
Work: Shopkeeper
Cover: Gild Member
Encroachment Rate: 68%
Gender: Male Age: 32
A fencer for the criminal network Guilds Japan branch.
This man constantly thinks about money and has a habit of
demanding monetary compensation for everything. For a
price, he can get, guns, rockets, or even airplanes. However, if
money cannot be paid, not even an order from a higher-up will
get this wierdo to do work.
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Players Guide
Double Cross
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Players Guide
This chapter will discuss techniques, useful tips, and issues with problematic
actions. All information in this section is here to help you the player.
-The Differences between the GM and PlayersIf the GM is the head and main facilitator of a session, the players are the
protagonists of the story. Since most of a sessions participants are players, how
much the players enjoyed themselves ultimately determine how good a session was.
Thus, just as how the GM does his best to entertain his players, the players
themselves also have an equal responsibility to entertain each other. Having the GM
take all responsibility for entertaining all participants is a problematic setup that cannot be sustained for long. Role-playing games are an excellent pastime that can be
played for a very long time and this joy should be shared between all participants.
So what is the best way for participants to entertain one another? Chances
are, most of them are not professional entertainers and would not be able to pull off
a professional act with just knowledge of methodology. Given this to be true, this
section will instead concentrate on how not to displease another player. While these
techniques will not lead to a fun time, it will certainly help keep a game from going
bad.
-What Players Can DoIn general, players will progress a Scenario and bring the story to a conclusion through the actions of their characters. A character will mainly do the following
acts:
Entering Scenes
The player will be able to choose if he wants his character to enter a Scene.
There are multiple patterns to how a player can have his character enter a Scene
and these patterns are explained below. Note that a character that does not enter a
Scene cannot act in any manner. The player should actively enter Scenes if he wants
his character to take action.
Mandatory Entry
When a player character is the Lead Character or a necessary actor for a
Scene, the GM will ask to have that player automatically enter the Scene.
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Speaking
Only players that had their character enter a Scene may speak and act incharacter. Player characters that are not in a Scene cannot speak or affect the Scene
in any manner.
This is one of the unique elements of Double Cross Scene system. By limiting action to player characters that are in a Scene, it encourages those players to
take action.
Actions
If you cannot speak during a Scene, you cannot act during a Scene. Only
characters that are in a Scene can perform Scene-impacting actions such as checks,
the use of Skills and battles.
Exiting Scenes
Characters that are in a Scene can also exit it. Acquire the GMs permission
when exiting a Scene.
-Gaming SkillsThis next section will discuss knowledge for player tasks that exist separate
from the character. These tips will help make the session progress much smoother.
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The following sections will discuss what can be accomplished with suggestions. While this does not need to be explained again, do not get angry if your suggestion gets rejected.
Actively Participate
The main purpose behind making suggestions to the GM is to encourage
active participation in the game. Instead of waiting for the GM to do something, you
can move the session forward and set your own pace by actively participating.
For example, instead of waiting for the GM to tell you when you can rendezvous with other player characters, you can ask to enter a Scene, initiate contact and
role-play the Scene.
RPG players are not customers; they are participants just like the other players and the GM.
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-Gaming MannersThis section will discuss manners that players should keep in mind.
Cool Down
Negotiation will never go well if you get emotional. Do not constantly repeat
questions or continually push a point. Always stay calm. This warning also goes to the
GM as well.
To gain another persons understanding and empathy, you must speak in
calmly and slowly. Always collect yourself before speaking.
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Clearly Express Intent
While some things can be understood without any words being spoken, important information should be said out load. When you having fun, let it be known by
using words and actions. When your character is angry, express it with role-play. This
information will help the GM create new situations.
Role-playing games rely on actions and reactions. Easily understood reactions will lead to new actions. Any reaction that is not properly conveyed will most
likely get unnoticed, making it difficult for someone to create a new action.
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-The Difficulty of Creating CharactersCharacter creation can be a difficult task for even the most experienced
of players. This is a fact of Double Cross and all role-playing games. This difficulty
comes from the level of freedom these games offer.
Role-playing games are wonderful games where one can play any kind of
character. As long as a player does not go outside the boundaries of the rules, he can
create a character of any age or gender. This freedom of expression is wonderful, but
makes character creation difficult because there is no direction. This lack of a baseline
for players to start from can give trouble to even experienced players.
In addition, one must also avoid making a character that causes trouble for
other players and the GM. These types of games are meant for all participants to
enjoy. Always be considerate of the other participants.
This chapter will discuss starting points that can be used in character creation and issues that can arise during this part of the game.
-Building on an IdeaWhen creating a character, ideas are very important. Having an idea as to
what you want your characters personality to be, what abilities he has, how he looks,
or how he speaks will help you complete your character. Even the smallest of ideas
can be expanded into a full character.
All you have to do is think about what kind of character you want to play.
Every Scenario of Double Cross gives Handouts and Trailers, which you can read to
get ideas.
Utilize Sample Characters
If you are having trouble coming up with an idea for a character, you could
always use one of the sample characters.
Not only do the sample characters already have a picture, lines, descriptions,
and data, they also have elements that will stimulate your imagination. You can always select a sample character that you find cool or interesting, and then fill out that
characters background by creating a Life History.
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Another option is to rearrange a character. You can take a male sample character and change him so that he becomes female. It is perfectly fine to utilize only
the data of a sample character when creating your own character.
-Creating a Character from an IdeaThis section will discuss how one could use a random idea to create a character. The upcoming explanations will assume that you are creating your character
through Concentration or Full Scratch. Also keep in mind that the character creation
steps may change order depending on the tables situation and GM.
Now, what idea do you have for a character? It will most involve one of the
following traits:
1) The Characters Social Standing
2) The Character Data
3) The Characters Background/Personality
Depending on which category your idea falls, the best method for character
will change. Each category will be discussed separately in the following sections.
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Fighting Style
Once Syndromes have been decided on, think about how your character will
participate in battle. Since Double Cross is a game about modern-day meta-humans,
battles will occur.
The main fighting styles of Double Cross are as follows:
1) Attacker that uses <Melee>
2) Attacker that uses <Ranged>
3) Attacker that uses <RC>
4) Support/Healer
While there are fighting styles that may not perfectly fit in one of the above
four categories, for the sake of explanation those types will be ignored for now.
Of the four fighting styles, which one does your character fall into? If your
character uses a katana to fight, he falls into category 1. If he shoots fire, he would
likely fall into category 3. By selecting a fighting style, a large part of a characters
data will be filled out.
Once fighting style has been decided on, start selecting Powers that coincide
with your decision. Check the Skill entry of Powers when selecting. You should select
Powers that use the same Skill as your chosen fighting style. Ignoring Powers that
use a different Skill should help streamline the selection process.
If you the Support/Healer category, filtering Skills will not help reduce your
pool of Powers. You will have to check the effects of each Power. However, do note
that a relatively large number of support Powers have [Timing: Major] or [DFCLTY:
Auto].
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Starting from Background/Personality
Players that wish to create their characters background and personality first
can save stat building for later and start with Life History and Personal Data.
A characters origin, previous experiences, and how his Renegade virus
awakened are all information that can be decided first. As these choices are made, a
characters background and personality will slowly come together.
Experiences and other parts of the Life History are difficult to select without
first selecting a Work and Cover, but that data can be saved for later if wanted. Once
a characters background and personality has been decided upon, a player can go
back to data creation and select Work, Cover, and Syndromes that would go well with
his created background.
-Expanding on an IdeaOnce an idea has been woven into a characters data, you can use that idea
as a base for other ideas to be expanded on.
For example, lets say a player wants to make a smart high school student
and selects a Work and Cover that matches that idea. Once he has set that character image in data, he can then start figuring out what background and abilities that
character should have. Setting an idea this way gives the player a starting point that
he can use to quickly create his character.
Since Life History can be randomly chosen from charts, a player can also roll
and use the results as inspiration. Once all entries have been filled, a player will have
completed his character.
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-Words of CautionFinally, let us address issues that arise when creating player characters. At
the start of this chapter, it was stated that role-playing games can be played with any
kind of character. To be precise, this is not true; there are improper character types
that should not be used by players. These improper character types are the ones that
are geared towards harassing other players.
No one wants to play with a person that makes them feel uncomfortable.
While a created character may only hate another players character, it is still the
player that is directing insults at another participant. This may result in a personal
relationship being ruined. Keep this issue in mind when creating a character.
Also, consider the GM when creating a character. Do not create a character
that will disrupt the flow of a Scenario and possibly ruin the days session.
Since a player is not privy to the entire flow of the Scenario, he only has to
consider the Scenario Handout and Trailer when creating a character. Any character
should be fine as long as it does not extremely conflict with the handed-out information.
If needed, the player can also consult with the GM when creating a character. The GM can inform a player if his planned character and background will conflict
with the Scenario or not. Even if the character does conflict, the GM may decide to
adjust his Scenario so that character or background can be used.
Role-playing games were created so that every participant can have fun.
Please consider the fellow participants when playing, so that everyone can have a
good time.
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-What is a Game Master?A Game Master, or GM for short, is the person that plans the game. It is the
GMs duty to prepare a Stage and a Scenario for his players, provide challenges, and
keep the game on track as it heads towards its conclusion. This section will discuss
the techniques and knowledge that a GM will need during a game.
-Game FormatsThere are two general game formats that a GM can choose from for his
Double Cross session. He should pick a format that works best for his players and
their time constraints.
Single-Play Games
Single-play games are games where players will a new character that will
be used for that one game. This format is usually chosen when the gathered players
cannot meet again.
Since the skill level and experience of the gathered players may vary, Quick
Start Character Creation is recommended for this game format.
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Campaign Play
Campaign play involves a series of games that are often connected storywise. Players will often be using the same character from beginning to end and things
like Items and stats will carry over between games. Unless noted otherwise in the
campaigns gimmicks, there are no restrictions or rules as to how a character should
be created for campaign play.
To help make a long campaign interesting, the GM and the players should
discuss any requests or ideas they have.
-Non-Playable Character CreationA Non-Playable Character, or NPC, is a character that controlled by the GM
and is used as a tool to drive the story forward. This section will discuss the creation
of all NPC types.
Types of NPCs
There are three different categories of NPCs, each with their own unique
traits and uses. These categories are Guest, Troop, and Extra.
Guests
Guests are NPCs that have stats. Guests have the same level of data as a
Player Character and are handled in a similar fashion. The GM can give Guests any
Stats, types of Powers, and numbers Items as the character needs.
Guests Loises
If the GM wishes, he may give Guest characters Loises. However, Guests
may not discard Tituses for bonuses. To counter this penalty, the GM may give the
Guest special Enemy Powers (Page 385) that Player Characters cannot normally acquire.
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Troops
A Troop is a NPC that represents a group of three to ten people that have
grouped together into a single unit. A squad of soldiers or a group of thugs would fall
into this category of NPC. No matter how many people are in this unit, this Troop will
be treated as a single character during battle.
Troops can be used to represent a massive mob and can battle more exciting. Troops are created and used in the same fashion as Player Characters, but they
cannot have any Loises and cannot perform Covers.
Extras
Extras are NPCs that do not have any stats. Characters like a storekeeper
or a lady will most likely not participate in combat and thus will not need any battle
data. They only exist to tell part of a story.
Normally, an Extra can complete his actions by just having the GMs declare
what is being done. Since Extras do not have stats and thus cannot affect a battle,
the actions they take may ignore the game rules. However, as a gimmick for a major
situation, the actions of an Extra can be managed through Major Actions.
Players can defeat and take down any Extras by declaration only. Players will
not need to roll any dice or beat any checks. It is typical for a player to declare an
attack against an Extra and knock him out without a fight.
-Boss CreationThe Climax battle will often be against a powerful Overed. This section will
discuss the creation of these boss characters and how strong to make them.
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The HP Total to Have
How much HP should a boss have? When answering this question, one
needs to figure out how many rounds the battle will last and how much damage the
Player Characters can deal.
If you have the Player Characters data on hand, calculate how much damage they can deal in one Round. Assume that all Accuracy Roll scores are 30. Once
the average amount of damage per Round has been calculated, multiply that number
with the number of Rounds you want the battle to last. The resulting product will give
you a general idea as to how many Hit Points the boss needs.
-Session ProgressionThis section will discuss some minor tips and knowledge for managing a
game. Please read the Session rules beginning on page 262 first. This section was
written assuming that you the reader knows these rules.
The Pre-Game
The most important thing to do during the Pre-Game is to help players create characters that will flourish in-game.
Trailers
It is important that a Trailer conveys the atmosphere of the Scenario to the
players. This will help the players create characters that fit into the story.
All good Trailers will be of a moderate length. A Trailer that is too long will
bore the players and be forgettable. A Trailer that is too short will be uninformative.
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Scenario Handouts
When players are creating characters, the GM may pass out Scenario Handouts to act as a guide. These handouts are requests from the GM to create a certain
type of characters with a particular background story or a certain Work/Cover.
These handouts should be a little ambiguous so that there are gaps that
a player can fill with their own ideas. The most important thing Scenario Handouts
should have is the reason why a character is getting involved with danger or a NPC.
The Opening
During the Opening, each character should have his own Scene. While this
does take more time and effort, having Scenes devoted to characters will motivate
the players to develop their personalities.
A Scene may introduce multiple characters if the players are forming a tag
team or a larger party. Change the format of Scenes to suit the Scenario progression
and the needs of the players.
-Scenario Loises
The Scenario Lois is the Lois that is featured on the Scenario Handout. It is
given to a character at the start of the Opening and is the characters personal reason
for involving himself in the incident at hand. This Lois may be a client, a victim, the
heroine, or a rival. The job of the Scenario Lois is to lead the character into the Scenario.
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The After-Game
The After-Game starts once the GM declares the end of the Scenario. Of the
many tasks that take place at this time, the most important one is the distribution of
Experience points.
Experience points do not exist only to raise a characters stats. The major
goal of Experience point distribution is to get players to look back on the session and
help create good memories of the game.
Thus, the final goal is to get players to go home with as many experience
points as possible. Consider experience point distribution as a way of thanking players
for their help in making the game better.
This section will discuss the Experience Point Distribution chart and how a
GM should go about deciding whether or not to check off certain items.
Discussion
If there is time at the end of a session, have a discussion with the players.
Look back at what happened during the game and create good memories to go home
with.
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Scenarios
This section will discuss the act of writing and creating Scenarios and will offer tips
for creating better bosses and stories.
The Heroine
Communication(and a possible Lois) with the Heroine or seeing it being
threatened by enemies will create motivation for the players.
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The Enemy
Show an enemy(does not need to be the Boss) who has some issue with
one of the Player Characters. People with grudges, rivals, former friends, masters, or
siblings are typical characters that can be used.
Through a Client
You can have a Player Character get involved with an incident by having a
NPC or organization hire the character. Orders from a superior officer also work. Offer
a Lois with the client when using this plot device.
Progression Events
This type of event will push the story forward and guide Player Characters
to the Climax. The main goal of these Scenes is to strengthen the motivation that the
players felt during the Opening. In practice, a table will get sidetracked often, but
that is one of the fun aspects of a table-top game. Do not fret if players are not acting according to your plan. Out of all the kinds of Progression Events that exist, the
following two must be included in a Scenario.
-Investigations
One or two Scenes should be allocated to gathering information regarding
the sessions main incident. Refer to page 312 for more information.
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Climax
A storys climax should naturally come about as a Scenario is being written.
Prepare enemy data and any Scenario-specific rules beforehand.
Ending
A Scenario will enter the Ending once the Climax has been completed. Since
an Ending can change depending on the sessions atmosphere and story progression,
there is no need to create specifics. Just have a general idea of what the Ending will
be.
Words of Caution
If there is one thing that GMs must keep in mind, it is that Scenarios are not
absolute. It is impossible for a session to perfectly follow a prepared plan. This is not
a problem, as it is completely normal.
RPGs are games of constant change. A Scenario will develop into an unique
story as the GM and the players interact with one another. As such, the GM must be
ready to properly handle the lines and acting of not only the NPCs but also the Player
Characters.
To this extent, a GM should not be bound by a script and instead should just
pay attention to the Scenarios flow. As long as the players have a clear idea of what
needs to be saved, slight deviations from the plan should not affect the Scenario.
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If the player is still at the table when the game ends, give him the experience point.
Give players the predetermined number of experience points that the Scenario is worth. One to ten points is recommended.
-Good Role-play
When rewarding role-play, consult with the players and look back at what
happened during the session. A good GM should do his best to reward good role-play.
The GM may reward players based on his own decisions or on the recommendations of other players. If there is a recommendation for a certain player, reward
him.
The GM should make this decision by himself. He should reward any player
that he feels helped move the session forward. Players that role-played their Scenario
Handout well or made difficult decisions should be rewarded.
Reward the player or players that helped get a place for everyone to gather
in or helped ready snacks. If the GM handled this task, check the box on the Session
sheet for GM experience points.
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Troubleshooting
This section will discuss troubles with rule interpretation in a question and
answer format.
System
Q.: If a characters Encroachment Rate is under 100%, does he skip Backtrack?
A.: No. Always perform the Backtrack step.
Combat
Q.: If a character declares a Cover and calculates damage as if he were Guarding,
can he use Powers that raise the [Guard] stat?
A.: Yes, he can.
Q.: How do I handle Cover declarations when they are against [Area] attacks?
A.: It depends on whether the character that declared Cover is going to calculate
damage as if he were Guarding or as if he were Dodging.
If the character is Dodging, subtract [Armor] from the tentative damage
amount and then multiply the difference by two. The resulting number is the characters HP damage.
If the character is Guarding, subtract both [Armor] and [Guard] from the
tentative damage amount and then multiply the difference by two. The resulting
number is the characters HP damage.
Powers
-Universal IssuesQ.: Can a [RNG: Close] Power and a Power that reads The User cannot target characters that are in his Engagement in its explanation be combined together?
A.: No, they cannot be combined.
Q.: What happens if several Powers that have a HP cost are used at the same time
and how should the cost be handled?
A.: Calculate it all as one cost. For example, if a Power that has a 1D HP cost and a
Power that has a 3 HP cost are used at once, the user loses (1D) + 3 HP points.
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Q.: If a character used Powers that has a continuous effect early on and his Encroachment Rate goes above 100%, what happens to his Powers with continuous
effects?
A.: The Powers with continuous effects will receive the bonus from the high Encroachment Rate. Recalculate the effects of those Powers.
Q.: If two powers that list [Skill: Syndrome] in its data are combined together, do I
not have to combine other Powers?
A.: No. When using a [Skill: Syndrome] Power, it must be combined with at least one
Power that is from the same Syndrome and lists a Skill other then Syndrome.
Q.: Can I create an Item with a Power like Infinite Weapons and then pass it on to
someone else?
A.: No, you cannot.
Q.: Can I use Infinite Weapons to create multiples of an Item?
A.: No, you cannot. A single Power can create only one Item. However, if the created
item is lost or destroyed, the player may use the Power again to create a replacement.
Q.: What happens if I use Infinite Weapons and Fire and Ice Sword together?
A.: Two weapons will be created. Both may be equipped or put away in a characters
inventory.
Remember that only up to two weapons can be equipped. If a combination
of three Powers creates three different weapons, only two will be equipped and the
remaining weapon will be put away in a characters inventory.
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The GM as a Resource
As a GM, one will become an important resource to a table and will have to
manage three to five players. When dealing with five different requests at once, first
relax and handle each request one at a time. No matter how frustrating the table can
get, the GM is only one person. Tell players to wait and concentrate on one task at a
time. It is not insulting to put someone on temporary hold.
Game Master
Normally, when one attempts to play a game with another person, it is
unimaginable for someone to ignore the other persons tastes, interests, and desires.
On the other hand, when playing RPGs, players participate in the game by acting
out a character and seeing the story from that characters perspective. RPGs are fun
because the players will try to act, talk and move in-character as much as possible.
Thus, balance must be struck between staying in character and thinking about the
other players.
Lets say a GM likes to create clients that will always betray the heroes. If a
player is aware of this and decides to have his character not trust the client until the
end, that would be a problem. However, it is more problematic if a player announces
that the GM likes to make Scenarios with traitorous clients and tells the other players
to not trust the character asking for help. As one can imagine, this kind of action only
spoils the story for the other players. This is an example of bad metagaming.
A good example of metagaming would involve two players working together
so that their characters can share information in a way that makes sense in the story.
Lets say Player A has his character go solo and only his character ends up getting
some information. Since the GM would be speaking to Player A out load, Player B will
be privy to that information even though his character is not. Instead of having his
character immediately act on the new information, Player B can work with Player A so
that their characters can meet up and share the information in-game.
Anticipatory Actions
Another kind of problematic metagaming is anticipating the progression of
a Scenario while playing. Basically, a player figures out the next turn of events based
on certain outcomes and keeps that information in mind while playing. This kind of
actions is disliked by most GMs, as it like criticizing their work for being predictable.
Still, this could be a positive sign when looked at from a different perspective.
If a player can anticipate the development of a story, that means he has a
good understanding of the idea behind the GMs Scenario. This is actually quite rare
and the GM should rejoice when this situation arises. The players and the GM should
all partake in the enjoyment of a RPG and must not competing against each other
or interfere with their play. Trying to trick one another does not help make a session
successful.
Also, many anticipatory actions can be seen as requests for a particular plot
development. These actions are signs of how the player views the story and what
events they think will make that story more interesting. Anticipatory actions can thus
be taken as idea proposals from the player.
So how should a GM respond to these kinds of anticipatory actions? He
should just smirk and say, Maybe. As long as the GM does not panic, no one will
know what his intentions are.
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views a character, how he feels about that character would also change.
For example, an UGN Child and a Branch Chief could have a Lois with each
other that emphasizes their work relationship, but they can also acquire a Lois that
shows that they are comrades in battle.
Differences between Loises can be made clear by deliberately using a characters name and codename for different Loises. A person may feel certain emotions
towards his nice classmate, but he could feel something else entirely if he were to
find out that that classmate was a cruel FH agent. A player could even acquire Loises
for a character with a dual-identify and not even realize that the two names refer to
the same character.
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Enemies
Enemy Types
Enemies are the characters that players will be fighting during a game. Enemies are considered NPCs. As such, they will fall into one of the three NPC categories described at the beginning of the GM guide. Which type an Enemy is determines
what kind of stats they have.
Guest and Troop types will have data similar to Player Characters, while
Extras will have no data. Note that Troop types cannot Cover other characters. Most
Enemies and all the pre-made Enemies in this book will be of the Guest type.
Enemy Powers
Enemies may acquire special Powers that are reserved for them and NPCs.
The GM may also create his own original Powers and give them to an Enemy character.
Any Enemy-only Powers that an enemy has can be raised to the Max Level,
regardless of that enemys Breed and Syndromes.
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-Pre-Made Enemy Data LegendName
The Enemys name.
HP
The enemys HP total.
Initiative
Type
This notes whether or not The enemys [Initiative]
the enemy is a Troop-type. stat.
-Troop
Armor
The enemys [Armor] stat.
-Common
Encroach
The enemys Encroachment Rate. The dice bonus
from the Encroachment
Rate bonus will be listed
in parentheses right next to
the Encroachment Rate.
Breed
This entry lists the enemys Breed. If the enemy
is not an Overed, this entry
The Player may treat this
will be marked with a
Rate in the same fashion
hyphen.
as a playable character, or
lock it at that particular
Syndrome
rate.
This entry lists the enemys Syndrome. If the
Equip/Attack Method
enemy is not an Overed,
This entry will list the
this entry will be marked
enemys weapon, the Skill
with a hyphen.
needed for the roll, Acc.
Modifer, and Attack Power
Base Stats
modifier. If the enemy is
This entry lists the ento primarily attack with
emys Base Stats.
a Power, a Power will be
listed in place of a weapon.
Skills
This entry lists the enemys Skills. The number
that is written after the
Skill is that Skills level.
Power
The enemys Powers will
be listed here. Warding
and Resurrect are omitted from the list.
The number that is
listed after a Power is that
Powers level. The bonus
from the Encroachment
Rate has already been accounted for.
Combo
This entry will list
combinations of Powers
that the enemy will often
use. Modifiers from the
Encroachment Rate and
Constant Powers have
been accounted for.
Description
A description of the
enemy. Any enemies that
are described as a Gjaum
should be treated as such.
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Enemy Data
This section will list the premade Enemies, which the
GM can use to foil the Playerss. The GM may change
the appearance and data of
these Enemies if he wishes.
Police Officers
Type: Troop Breed: Syndrome: [Body] 3 <Melee> 2, <Dodge> 1
[Sense] 3
[Mind] 2
[Social] 2 <Info:Police> 3
HP: 10 Initiative: 8
Armor: 1 Encroach: Equip
Skill
Acc. Atk.
Handgun <Ranged>
-1
3
Power: Combo: Description: Common policemen.
Army
Riot Police
Type: Troop Breed: Syndrome: [Body] 3 <Melee> 4, <Dodge> 2
[Sense] 3
[Mind] 2 <Will> 2
[Social] 3 <Info:Police> 2
HP: 15 Initiative: 8
Armor: 3 Encroach: Equip
Skill
Acc. Atk.
Collapsible <Melee> 0
2
Nightstick
Power: -
HP: 25 Initiative: 10
Armor: 5 Encroach: Equip
Skill
Acc. Atk.
Assault <Ranged> -1
9
Rifle
Power: -
Combo: -
Combo: -
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Tindalos Members
Overed Agents
HP: 15 Initiative: 7
Armor: 2 Encroach: Equip
Skill
Acc.
Handgun <Ranged> -1
HP: 20 Initiative: 7
Armor: 1 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Knife <Melee>
-1
2
Atk.
3
UGN Strikehounds
Moon Dogs
HP: 40 Initiative: 17
Armor: 5 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Large <Ranged> -2
5
Handgun
Power: Weapon Link 2,
Critical Shot 2, Evasion 2
Combo: -
HP: 45 Initiative: 18
Armor: 5 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Assault <Ranged>
-1
9
Rifle
Power: Penetrate 2.
Combat System 2, Evasion 2
Combo: -
Description: Members of
False Hearts special forces.
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Gjaum: Cluster
Gjaum: Crusher
HP: 30 Initiative: 14
Armor: 5 Encroach: 100%(+3 Dice)
Equip
Skill Acc. Atk.
Knife <Melee> -1
2
HP: 36 Initiative: 6
Armor: 0 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Fists
<Melee>
0
10
(w/ Reaming Claw)
Gjaum: Blaster
Overed Terrorist
HP: 28 Initiative: 16
Armor: 3 Encroach: 100%(+3 Dice)
Equip
Skill Acc. Atk.
Fists
<Melee> 0
-5
HP: 31 Initiative: 9
Armor: 2 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Fists
<Melee>
0
-5
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Agent: Attacker
Type: Common Breed: Cross
Syndrome: Black Dog/ Hanuman
[Body] 5 <Melee> 3, <Dodge> 2
[Sense] 4 <Perception> 2
[Mind] 3 <RC> 2
[Social] 2 <Info: FH> 2
HP: 34 Initiative: 12
Armor: 3 Encroach: 100%(+3 Dice)
Equip Skill
Acc. Atk.
Wire Whip <Melee> -2
6
HP: 33 Initiative: 11
Armor: 7 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Katana <Melee>
-1
5
Agent: Sniper
Agent: Blocker
HP: 30 Initiative: 14
Armor: 3 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Sniper <Ranged> 0
11
Rifle
Power: Keystone Formation 2,
Chilling Scythe 2
Combo: -
HP: 34 Initiative: 10
Armor: 10 Encroach: 100%(+3 Dice)
Equip
Skill
Acc. Atk.
Duralumin <Melee> -3
2
Shield
Power: Aegis Shield 2,
Sand Barrier 2
Combo: -
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Gjaum: Genocider
Crimson Beast
HP: 68 Initiative: 14
Armor: 3 Encroach: 120%(+3 Dice)
Equip
Skill
Acc. Atk.
Fists
<Melee> 0
-5
HP: 72 Initiative: 10
Armor: 0 Encroach: 120%(+3 Dice)
Equip
Skill
Acc. Atk.
Fists
<Melee> 0
-5
Combo:
1)Still Garden
Combo:
1)The Thirsting Lord+Bloody
Timing: Setup
During that round, [Target:Single]
within [Range:View] receives a -6
[Initiative] penalty.
2)Black Hammer+Lightning
Blow+Blood Burn+Concentrate:
Bram Stoker (+Blood Banquet)
Timing: Setup
Timing: Major
A melee attack against [Target:Single]
within [Range:Close]. Roll <Melee> with
16 dice and Critical value of 7. +15 Atk.
Power bonus. Ignore [Armor] stat. If the
attack connects, recover 20 HP.
Timing: Major
A ranged attack against [Target:Single]
within [Range:View]. Roll <RC> with
10 dice and Critical value of 7. +14 Atk.
Power bonus. Cannot target characters
in the same Engagement as this enemy.
Twice per Scenario, GM may combine
Distorted Retribution and change
attack to [Target: Area(Select).
Description: A Gjaum with the ability to
rip space with shock waves. Specializes
in gravity control through the use of
strong bio-electricity and an Evil Eye.
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Agent: Commander
Type: Common Breed: Cross
Syndrome: Hanuman/Neumann
[Body] 8 <Dodge> 2
[Sense] 5 <Ranged>4,<Perception>2
Mind] 3 <RC> 2, <Will>1
[Social] 3 <Negotiate>4,<Info:FH>2
HP: 66 Initiative: 16
Armor: 10 Encroach: 120%(+3 Dice)
Equip
Skill
Acc. Atk.
Handgun <Ranged>
-1
3
Power: Angel Voice 2, Winds Messenger 2, Cheer 2, Roaring Claw
5, Mental Command 2, Combat
System 2, Concentrate: Neumann 3,
Life Increase 1
Combo:
Prototype Machinaries
Type: Common Breed: Cross
Syndrome: Black Dog/Chimaera
[Body] 8 <Melee> 4, <Dodge> 4
[Sense] 5 <Ranged>2,<Perception>2
[Mind] 3 <RC> 4
[Social] 3 <Info:FH> 1
HP: 99 Initiative: 16
Armor: 15 Encroach: 130%(+3 Dice)
Equip
Skill
Acc. Atk.
Reaming Claw <Melee> 0
+10
Power: Ball Lightning Shield 5, Stun
Bolt 2, Aegis Shield 2, Beasts
Strength 5, Complete Therianthropy
2, Mars Defense 2 Reaming Claw
2, Concentrate: Chimaera 3, Life
Increase 2
Combo:
1)Stun Bolt+Beasts Strength
+Concentrate: Chimaera
Timing: Major
Timing: Major
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Tempest: Soldier
Strangers: Jaeger
HP: 94 Initiative: 29
Armor: 15 Encroach: 120%(+3 Dice)
Equip
Skill
Acc. Atk.
PDW
<Ranged> -1
+9
Combo:
1)onocraft+Weapon Link
Combo:
1)Hundred Guns+Double Cre-
+Lightning Attack+Lightning
Fang+Concentrate: Black Dog
(+Barrier Cracker)
ate +Customize+Gigantic
Mode+Combat System+MultiWeapon+Concentrate:Neumann
(+Crystallize)
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Evasion
Max LV: 1 Timing: Constant
Skill: - DFCLTY: Target: Self RNG: Close
Encroach: - Restrict: -
Accelerated Time
Accelerated Time II
Perform a Main Process during the Initiative Process. The User can perform
this Main Process even if he is in the
Post-Action state and will not enter
the Post-Action state afterward.
This Power cannot receive the
Encroachment Rate level bonus. Use
this Power only once per Round and
only (LV) times per Scenario. This
Power cannot be combined with other
Powers.
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Devoted Shield
Quick Movement
Only Troop-type enemies can acquire this Power. The enemy can
now perform Covers. However,
he must use a Major Action for
the Cover. Refer to Pg. 306 for
more information.
Instant Retreat
Instant Retreat II
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Restoration
Revival
Life Increase
Life Increase II
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Armor Piercing
Reflex Response
Stock Acquirement
Anti-Warding Factor(AWF)
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Chaotic Fate
Ailment Resistance
Select one Bad Status when acquiring this Power. The User will
not be affected by the selected
Bad Status. Record this Power in
the following format: Ailment
Resistance: Rigor. If a character
wants a resistance for a different
Bad Status, he must acquire a
copy of this Power.
Coercion
Mutant Transformation
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High-Speed Regeneration
Flight
Anti-Air Attack
Anti-Ground Attack
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Pinpoint Guard
World Destruction
Rulers Command
Rulers Eyes
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Battle Reinforcements
Battle Formation
Swift Posture
Max LV: 3 Timing: Setup
Skill: - DFCLTY: Auto
Target: Area(Select) RNG: Close
Encroach: - Restrict: -
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Third Eye
Flash End
Max LV: 1 Timing: Major
Skill: Syndrome DFCLTY: Opposed
Target: - RNG: Encroach: - Restrict: -
Midnight Cinema
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Scene(Select) RNG: View
Encroach: - Restrict: -
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Gravity Area
Space-Time Rip
Sky Castle
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Lightning of Fate
Communication Control
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Scene RNG: View
Encroach: - Restrict: -
Domination
Max LV: 3 Timing: Major
Skill: - DFCLTY: Auto
Target: Refer RNG: View
Encroach: - Restrict: -
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Aging
Sacrifice
Servants Awakening
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Titan Therianthropy
Instant Adaption
Max LV: 1 Timing: Constant
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
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Elusiveness
Mental Invasion
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Storm Tower
Wall of Silence
Max LV: 1 Timing: Major
Skill: <RC> DFCLTY: Auto
Target: Single RNG: View
Encroach: - Restrict: -
Whirlwind
Max LV: 3 Timing: Initiative
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
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Kingdom
Bond Break
Max LV: 3 Timing: Major
Skill: <RC> DFCLTY: Opposed
Target: Single RNG: View
Encroach: - Restrict: -
Perform a melee attack. If the attack hits its target, one of the Targets Items or equipped weapon/
armor is destroyed. Stocked
Items cannot be destroyed with
this effect. This Power may be
used (LV) times per Scenario.
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Element Transformation
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Self RNG: Close
Encroach: - Restrict: -
Game Master
Untouchable
Paranoia
Max LV: 1 Timing: Auto
Skill: - DFCLTY: Auto
Target: Refer RNG: Refer
Encroach: - Restrict: -
Organizational Breakdown
Max LV: 1 Timing: Major
Skill: - DFCLTY: Auto
Target: Refer RNG: Refer
Encroach: - Restrict: -
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Brain Hijack
Lost Neighbor
Unseen Road
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Weather Manipulation
Burst Break
Flaming Disaster
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Furious Heart
Untreatable Disease
Undermining Voice
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Fall Down
Max LV: 1 Timing: Setup
Skill: - DFCLTY: Auto
Target: Scene RNG: View
Encroach: - Restrict: -
Immortality
Ageless Body
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Stage Section
Double Cross
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Stage Section
What is a Stage?
The Concept of a Stage
A Stage is the physical setting and world that is used and/or created by the
GM to run his game in. As its name suggests, it is the place where a story unfolds. A
Stage could be something as simple as the town or school that the characters are in.
It could also be as large as the entire planet. By deciding on a certain Stage beforehand and properly defining it, a session will go more smoothly because everyone will
have a clear idea of what can and cannot be done.
Stage Creation
When creating an unique Stage, one should take into consideration the
Stages setting and rules.
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Stage Section
City N
This is a sample Stage called City N, which exists on the outskirts of Tokyo.
This may be used as is or with modifications to background and names.
City Ns Topography
City N is a metropolitan area that is about an hour train ride form the heart
of Tokyo. The JR (Japan Railways) line that runs east to west along the middle of the
city carries a lot of workers every day to the capital. There is a private railway that
runs south to north through the central station, but people use the buses more for
this direction.
A rather small lake that flows into a river is situated in the citys northeast
corner. Since public transportation near the lake is not good, people generally drive
around this area.
The citys population is one hundred and fifty thousand. The city has started
to see development ever since JR revised its service planning diagram. Newly-constructed buildings now stand right by old buildings, giving the city a feel of disorder.
City Ns Institutions
Nearly all of City Ns institutions are built around the JR train station that is
at the center of the city. The redevelopment plan saw some success, as the area by
the train station has been rebuilt with new buildings. However, the outskirt districts
were left out of the redevelopment plan, creating a stark contrast between two areas.
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The University Hospital
This is a hospital that is operated by the university. They maintain a high
level of research and are trusted by the local residents. However, since there are
many visitors, the hospital requires a referral for checkups.
Shopping Mall
This shopping mall was built right in front of the train station about half a
year ago. It is often crowded with people that are going to one of the many superstores and restaurants.
Downtown
The downtown area is located near the train station. Since it is somewhat
far from the redevelopment zone, people perceive the area as being seedy.
The shopping area consists of multi-tenant buildings. Since the more
obscure shops offer better deals, students often come here to shop.
Amusement Park
This indoor style amusement park was built right next to the park and offers
a wide selection of indoor and outdoor activities. Visitors may go to the pool, hit the
ice rink, see a movie, or play in the arcade.
The younger crowd tends to come here, while the adults go enjoy the more
tranquil atmosphere of the park. During the weekends, the place gets really crowded.
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Abandoned Buildings
The buildings in this area were left out of the redevelopment plan. Unlike the
nearby downtown area, this section of the city is eerily quiet. Many take advantage
of the areas abandoned state to partake in illegal activities. This is a problem that is
giving the police a headache.
Industrial District
A large corporation built a large factory here during the bubble economy and
planned to use it for some sort of chemical production, but has now been shut down.
Since the area is vast, many proposals for utilizing the land have been
brought up, but not one suggestion has been passed.
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scenario Section
Scenario Section
Double Cross
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Scenario Data
Recommended number of players: 3 to 5.
Recommended amount of spent exp. points on Characters: Zero
Play time: 3 to 4 hours.
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The Written Format of the Pre-Game and Scenes
The Pre-Game Section
-Story
-Trailer
-Quick Start
-Construction
-Description
-Setting
-Conclusion
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Crumbling Days
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Quick Start
nario:
The following five sample characters are recommended for this Sce-
Construction
If you choose to use Construction to create your Player Character,
please use the Work recommended in the handout. If the handout does not
specify any Works, please consult with the Game Master and pick a Work of
your own choice.
The Stage
This Scenario utilizes the City N Stage. Refer to the Stage
chapter of this rulebook for more information.
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Story
PC1 has been living as a totally normal high school student. However, one day he is caught up in a horrendous accident after boarding a bus
on his way home from school. He does not know that the apparent accident was actually rigged by Shura Vara Hideto Yagami, a member of the
Overed terrorist organization False Hearts, to screen for candidates that may
be carrying a potentially active Renegade virus. Yagamis plan was to recruit
any person who survived the accident through the use of Overed powers into
False Hearts.
Also on the same bus as PC1 is one of his classmates, Manaka
Ayase. Yagami is obsessed with Manaka, and secretly hopes the accident
will turn her into an Overed. Instead, the accident awakens PC1 to his Powers, and leads him to learn about the Overed and the shocking reality lying
behind the placid surface world. Yagami kidnaps Manaka and spirits her
away. The Scenario ends when and if the players rescue Manaka and defeat
Yagami.
Trailer
Today is a repeat of yesterday. Tomorrow will be repeat of today. I
thought my life would never change.
But the world has been warped without me noticing.
It started with a bus accident. Power was bestowed upon me and
I came face to face with the truth. This was when my normal life started to
crumble away...
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1)PC Number
3)Quick Start
2)Lois
This entry will list the character
the PC will have a Lois with
during the Scenario, as well as
the recommended Emotions for
the Lois. P stands for Positive Emotion and N stands for
Negative Emotion.
4)Cover/Work
This entry lists the Cover and
Work that the player should follow when creating a character
through Construction.
5)Main Text
The main text will describe part
of the background that is given
to the created character.
PC1 Handout
Lois: Manaka Ayase Emotions - P:Idolization N: Anxiety
Quick Start:Wild Card Cover/Work: High School Student/Any
You are a normal high school student. The kind that got giddy when your crush, Manaka
changed. While you were trying to save Manaka, your body became that of a monster.
5
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Scenario Handouts
Each PC will have one of the following aspects as part of his background. The GM should
discuss this with the players as they are creating their characters.
PC1: An average high school student. Hes not an Overed yet.
PC2: An UGN Child. PC3: The chief of UGN City N branch.
PC4: An UGN Agent. PC5: A freelance detective.
PC1 Handout
Lois: Manaka Ayase Emotions - P:Idolization N: Anxiety
Quick Start:Wild Card Cover/Work: High School Student/Any
You are a normal high school student. The kind that got giddy when your crush, Manaka
Ayase, talked to you on the bus. When that bus turned over and burst into flames, your life
changed. While you were trying to save Manaka, your body became that of a monster.
PC2 Handout
Lois: Hideto Yagami Emotions - P:Curiousity N: Suspision
Quick Start:Speeding Bullets Cover/Work: High School Student/UGN Child
You were raised in a UGN facility as an UGN Child. You are currently investigating Hideto
Yagami, who is suspected to be a FH agent. Unfortunately, you lost sight of him while you
were following him. Just then, a bus turned over and went up in flames.
PC3 Handout
Lois: PC1
Emotions - P:Curiousity N: Anxiety
Quick Start:Noble Blood Cover/Work: Any/UGN Branch Chief
You are the chief of UGNs City N branch. You were suddenly contacted by Yugo Kiritani,
the chief of the UGN Japan branch. The UGN has taken custody of PC1, who just miraculously survived a bus accident. It turns out he is also an Overed. Lastly, FH may be behind
the bus accident.
PC4 Handout
Lois: Kyoji Kasuga Emotions - P:Infatuation N: Loathing
Quick Start:Evergreen Apostle Cover/Work: Any/UGN Agent
You are a UGN agent. During your work, you have fought with Diablo, Kyoji Kasuga. One
day, you were called in by Yugo Kiritani, who informs you about PC1 and Kyoji Kasugas
mystery plan.
PC5 Handout
Lois: Shura Vara Emotions - P:Earnestness N: Enmity
Quick Start:Truth-Seeker Cover/Work: Any/Any
You are an Overed that cooperates with the UGN. The UGN Japan branch chief Yugo Kiritani has asked you to investigate the Jyam known as Shura Vara. You quickly got to work
and found out that Shura Vara and Kyoji Kasuga are working together.
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scenario Section
-Opening PhaseUnless stated otherwise, only the Lead Character may enter an Opening scene.
Double Cross
Roleplaying Game
Conclusion
As Manaka and PC1 are chatting, a mysterious figure appears in
front of the bus and slams it aside. The shock rolls the bus over, and it explodes into flames. End Scene.
Scene 2: Awakening(PC2)
Description 1
This Scene takes place before Scene 1. Player Character Two (PC2) is
tailing Hideto Yagami as he walks through City N. Yagami was expecting PC2
would be tracking him, and suddenly disappears.
Setting 1
You are on a mission from the Universal Guardian Network. You have
been assigned to shadow a person of interest named Hideto Yagami, who is
suspected to be a False Hearts member.
During the past few days, your investigation shows that Hideto is
someone that does not stand out of the crowd. He has average grades, not
particularly athletic, and does not belong to any clubs.
You continue to monitor Hideto, but you just lost sight of him.
Description 2
Immediately after losing track of Hideto Yagami, PC2 sees the accident and runs to the burning bus. He saw the figure that flipped the bus,
but cannot tell if its Yagami. He quickly leaves the Scene.
Moments later, PC1 emerges from the flames carrying an unconscious Manaka. PC1 has awaked as an Overed, and without even being
conscious of it, has rescued Manaka. PC1s Encroachment Rate rises for the
first time when he appears in this Scene. The GM should inform PC1 that if
he takes any action, or even so much as speaks, he will black out.
Setting 2
...Did he see me?
No sooner has the thought crossed your mind than you see a city
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bus suddenly flip over and burst spectacularly into flames. Its a horrendous
accident, yet there is complete silence, almost as if time itself is standing
still.
Someones using Warding!
Now you spot another person, looking down on the leaping flames...
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scenario Section
doorway. But at that instant a wave of bitter hatred hits you like a heavy
blow. A razor-sharp blade strikes at you through the door and barely misses
you.
Dialogue: Shura Vara
...A rat from the UGN is lurking around.
Diablo, lets get out of here while we can.
Conclusion
Kasuga and Shura Vara escape before PC5 can recover. PC5s flashback ends, and we are back in real time, with PC5 still in pursuit of Shura
Vara. End Scene.
-Middle PhaseDuring the Middle Phase, unless otherwise stated, Player Characters
can participate in a Scene even if they are not designated Lead Character. If
you want to participate in the Scene, make sure you ask the GM and raise
your Encroachment Rate.
Predetermined Events
Predetermined Events are critical storyline events that need to be
produced in chronological order. Perform each in numerical order.
Scene 5: Between the Normal and Abnormal (PC3)
Description
This is the Scene where PC1 wakes up. The setting is a hospital
under UGN control. When PC1s eyes open, he finds himself surrounded
by Yugo Kiritani, PC3, and PC4. Kiritani explains the following facts to PC1.
This Scene also doubles as an explanation of the Double Cross universe for
new players.
-About the Renegade Virus(Pg 314)
-That PC1 has become an Overed(Pg 314)
-Manaka Ayase is safe, but her memory has been rewritten(Pg 317)
-About the UGN and False Hearts(Pg 316)
Note that it is not necessary to role-play all of the dialogue in this Scene. As
Game Master, you have the option of directing players to read the relevant
page notes in the rulebook. If the players playing PC3 and PC4 are already
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familiar with Double Cross, you can also have them explain the situation to
PC1 in Kiritanis place.
After laying out the situation, Kritiani ask PC1 to cooperate with
the UGN. At this point in time, the Scenario will move forward regardless of
whether PC1 agrees to Kiritanis request, or rejects it.
After the background explanation, Kiritani tells PC1 that he has
decided to have PC2 infiltrate PC1s high school class under the guise of a
transfer student, both to protect PC1 himself and to further investigate what
is hap-pening at the school. Kiritani tells PC1 that he can also call on PC3
and PC4 for help.
At this point, it is advisable to explain the function of a Lois in establishing character motivations, and to encourage the players to conclude Lois
among their Player Characters.
Manaka Ayase
PC1s classmate. Shes a little grown up for
her age, but shes known for her natural
friendliness and her quick concern for others. She finds herself drawn to PC1, but she
doesnt know herself how serious she is about
him.
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(When asked about FH) The accident you were in was caused by the terrorist organization known as False Hearts. This organization abuses the powers
of Overeds and seeks to plunge the world into chaos.
For better or worse, this is the hidden world that you are now part
of. Will you work with us?
(PC1 Accepts) Thank you. I will discuss the details with you at another time.
(PC1 Refuses) That is fine for now. However, you will be put under
surveillance.
I will be sending one of our UGN Children to your class, both for
your protection and to gather more intelligence about False Hearts
activities. His name is (PC2). I know this is a lot to take in all at once. If
you have any questions, just ask (PC3) or (PC4). Theyre here to help you.
Conclusion
PC1 is discharged from the hospital, as if nothing happened. For
some odd reason, there is practically no news on the bus accident. End
Scene.
Double Cross
Roleplaying Game
After a brief self-introduction during homeroom, you begin your performance as a transfer student. Everything seems to be going without a hitch.
But when lunch hour begins, Yagami, PC1 and an attractive young girl strike
up a conversation....
Investigation
The following five subjects can be investigated during this part of the
game. Players will gain pieces of information as they beat the listed difficulty
by rolling the appropriate Skill. If needed, a Scene where the characters
investigate or exchange information may be created by the GM.
About Hideto Yagami
<Info: Rumors or UGN> 8
PC1 and Manakas classmate. He never stood out, but recently he
has started looking down on other people, and has been showing a change
in personality.
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<Info:Rumors> 8
He has special feelings towards Manaka Ayase.
About Kyoji Kasuga and FHs Intentions
<Info:Underworld or UGN> 8
Kyoji Kasuga is in City N, searching and gathering people who have a
strong affinity with the Renegade virus.
<Info:Underworld or UGN> 10
The bus accident from the other day was a test to find possible
Overeds. Of all the candidates that were gathered into that bus, Kyojis selection was narrowed down to PC1 and Manaka Ayase, as they were the only
ones to survive the accident.
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Trigger Events
A Trigger Events occur when certain conditions are met.
Scene 7: An Attack(PC1)
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Dice: 11
DFCLTY: Opposed
Range: Close
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Setting 2
The bustling shop suddenly becomes so silent a drop of water can
be heard. Someone is using Warding! Manaka passes out and is caught by
Yagami.
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Conclusion
After a Player Character passes the Check, it is revealed that the
False Hearts agents are holed up in an abandoned building on the outskirts
of City N. Once the Player Characters head for the False Hearts hideout, it is
time for the Climax Phase.
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They call us Gjaum because of our Powers and think theyre so damn
special, but they use the same Powers we do. You know what we in False
Hearts call those bastards? We call them traitors. Double Crossers.
If I kill you in front of her eyes, maybe Ayase will wake up to her
own powers. (Begins combat)
If I win, Im taking Ayase for False Hearts. Shell be one with me!
(After PC1 uses his Powers) Wait, that monster in the bus. was
Conclusion
Combat ends once Yagami and Kyoji are defeated. A UGN cleanup
team arrives and takes Manaka into their care, wiping her memory a
second time. The Scenario proceeds to the Ending Phase.
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Timing: Major
Skill: <Ranged>
Dice: 15
Critical: 7
DFCLTY: Opposed
Target: Area(select) Range: 30m
Atk Power: +7
Description: A ranged attack that uses a javelin that was created with Hundred Guns.
Battle Plan
Use the first Minor Action to declare Hundred Guns and create a ranged weapon in
the form of a javelin. Attack using [>Ruinous
Rain] until you run out of uses, then start
attacking with [>Sharp Javelin]. Concentrate
on PC1 as much as possible. Since [>Ruinous Rain] destroys Yagamis weapon at then
end of the attack, use the next rounds Minor
Action to declare Hundred Guns.
If Yagami is hit with a bad status, use Restoration to remove the bad status. Yagami will
lose 5HP.
When Yagamis HP reaches zero, declare
Soul Alchemy. Yagami will revive once
with 30 HP.
scenario Section
-Ending PhasePerform Backtrack and enter the Ending Phase. The following Scenes
are examples of what an Ending can be like. Add your own extra dialogue or
acting to reflect the Scenario outcome and the traits of the Player Characters.
Double Cross
Roleplaying Game
Setting
Youve successfully completed your mission, but it seems your work
will not be over for a long, long time.
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Conclusion
Play out the normal life of the characters. If the players wish, create
separate Scenes for their characters.
-After-GameStart on all the After-Game tasks once the Ending is done. Check off
record sheets and add up experience points. For completing this Scenarios
goal, each player will receive five experience points.
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Armageddons Youths
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The Story
A UGN Child named Kouya Messenger faked his death and escaped
the organization after he started to question the meaning behind his existence. With Overeds that come from similar backgrounds and fellow UGN
Child Asuka Shirogane, Kouya formed the group Liberators and began a
new life of freedom. Daisuke Yogi, the instructor that trained the Children to
be weapons, cooperates with the Liberators out of regret and sympathy.
However, the Liberators are unknowingly being used by Professor
Caudwell in an experiment. Although the Liberators share a communal lifestyle, their separation from the outside world and lack of Loises has fostered
hatred towards the common man. They are now attempting to fire a missile
that they stole using Auskas dowsing powers.
The goal of this Scenario is to stop Kouya and the missiles.
Trailer
For some, Overed is a label that some have carried since birth. They are
considered special, but not special enough to be given a name. These children are only used to fight for the safety of people that they never even met.
All they want is the freedom to be themselves. Unfortunately, some realized
that no matter how hard they try to be normal, the world will only see them
as monsters. Without hope, they have resorted to drastic action.
This is the story of children that started to wish for Armageddon.
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Stage
This Scenario uses the City N Stage.
Quick Start
The following sample characters are recommended for this Scenario:
PC1: Defender of Dreams (Page 37)
PC2: Vermilion Blade (Page 38)
PC3: The Idealist (Page 41)
PC4: Shining Void (Page 47)
PC5: Ruby Eyes (Page 53)
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PC2
PC3
PC4
PC5
PC1
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Scenario Data
Each Player Character will have the following aspects as part of his background. The GM
should discuss this with the players as they are creating their characters.
PC1: An UGN Illegal (High School Student).
PC2: An UGN Child. PC3: The chief of UGNs City N branch.
PC4: An UGN Agent. PC5: Is interested in the Liberators.
PC1 Handout
Lois: Asuka Shirogane Emotions - P:Idolization N: Anxiety
Quick Start: Defender of Dreams Cover/Work: High School Student/Any
Your work as an Illegal has you infiltrating the group Liberators, as per orders from
UGN Japan. Amongst this group of Overed children that sing the joys of freedom, you find
Asuka Shirogane, an UGN Child that went missing while on an undercover mission.
PC2 Handout
Lois: Kouya Lightning Bolt Messenger Emotions - P:Friendship N: Suspicion
Quick Start: Vermilion Blade Cover/Work: High School Student/UGN Child
You met him at Home, the training facility for Children. Although everyone was normally referred to only by their code names, you gave him the name Messenger. You heard
that Kouya died two years ago, but you still dont believe it. After being stationed at City N,
you started following his trail.
PC3 Handout
Lois: Daisuke Yogi Emotions P: Curiosity N: Anxiety
Quick Start: The Idealist Cover/Work: Any/UGN Branch Chief
Daisuke Yogi is an instructor that trained many talented Children. During the numerous disappearances of Children, both Daisuke and Kiritani both came to your branch office. Even
during these troubling times, the man still thinks about the welfare of the Children first.
However, you cant help but feel that something is suspicious about his behavior.
PC4 Handout
Lois: Professor Caudwell Emotions P: Infatuation N: Loathing
Quick Start: Shining Void Cover/Work: Any/UGN Agent
Yugo Kiritani has called you in for an emergency meeting. Professor Caudwell is now
active in City N. The Professor may be the founder of the UGN and the leader in Overed
research, but he is now an accomplice of False Hearts. Whatever he has planned, the UGN
cannot sit idly by and ignore the situation.
PC5 Handout
Lois: The Liberators Emotions - P:Earnestness N: Enmity
Quick Start: Ruby Eyes Cover/Work: Any/Any
There is a group called the Liberators in City N right now. This group of youths and their
desire to live free greatly interests you, and has lead you to their supposed hideout out in the
abandoned area of the city.
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-Opening PhaseUnless stated otherwise, only the Lead Character may appear during
an Opening Scene.
Setting 1
You are thinking back to when you were still at the UGN training facility. You remember how the number of trainees would always fall, rise
when new people show up, and go down again as Children fell in battle.
Back then, when you and your fellow Children were only referred to
by code names, everyone would play a game where they would give each
other names. Not a code name that was just an ability description and number, but a real human name that you guys only heard about in books.
During break time, you went up to Lightning Bolt and showed him
the name you picked out for him.
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I dont know why, but I got a good feeling about this one. Like its meant for
me. Ill work with it.
Alright, I got a name for you. Hows (PC2 name)?
(After PC2 thought about it) Looks like you like it.
(Looks at an emptied-out locker) We got more space. Again
You know, I was always scared that I would die as a nameless monster. But after today, death has nothing on me.
Kouya Messenger
A former UGN Child that was trained with
PC2 at Home. Two years ago, after becoming disgusted with how Children were treated
like disposable items, Kouya escaped from
the organization. He now currently leads the
group Liberators.
Description 2
After PC2 and Kouya finished their UGN Children training, their given
names were officially recognized and were immediately assigned to missions.
During one of these missions, Kouya went missing. PC2 has been told that
he died.
A few weeks ago (If continuing from Crumbling Days, make it right
after the incident), PC2 was stationed at City N. Since then, he has been
using his free time to look for the missing Kouya.
Setting 2
We return to the present, where you have been stationed at City N, the place
where Kouya went missing during his mission. You heard rumors that the
youth of this town has seen Kouya. This leads you to the back alleys that the
local delinquents gather at.
Hey, long time no see PC2.
ion.
There, you see Kouya, who is now dressed in the latest street fash-
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Conclusion
PC2 follows Kouya out and the Scene ends.
Setting
You are sitting in your office, doing your job as City N Branch Chief.
Currently, there is a mystery Overed group called Liberators that is active in
the city. You have sent UGN Children to investigate, but every assigned Child
so far has gone missing.
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I have decided that the remaining Children will require mental care.
Thank you. I will go check on the Children (Leaves room)
Conclusion
End the Scene once PC3 accepts Kiritanis request.
Daisuke Yogi
An instructor for the UGN Children. Both
Kouya Messenger and Asuka Shirogane were
trained by him. His guilt over how he burnt
through the Children has overcome him,
and now he tries to repent for his sins by
working with the Liberators.
Double Cross
Roleplaying Game
If PC1 is the same character from Crumbling Days, tell the player
that he was chosen because he is new to the UGN and is still an unknown
face.
Since all preparations for this undercover operation has been done,
Setting 2 will show PC1 after he has made initial contact.
Setting 1
The UGN has asked you to join a certain mission. Standing in front of
you is Tsubaki Silk Spider Tamano, who will be briefing you on the upcoming mission.
Description 2
PC1 will be guided by Liberators to an abandoned bowling alley. This
is the Liberators hideout. PC1 will see many of the missing Children and
other young Overeds gathered inside. From this crowd, Asuka Shirogane will
come out and talk to PC1.
Setting 2
You are following Tsubakis exact instructions in an attempt to
maintain your cover. You enter an area that was abandoned during City Ns
redevelopment and wait. Eventually, a group of Liberators boys enter this
practical ghost town and call out to you. Youre (PC1)? Come with us.
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You then follow them to an abandoned bowling alley. This appears
to be their hideout. You see boys and girls passing the time in various ways;
some are playing video games; others are showing off clothes that were featured in magazines; others are reading advanced books. Everyone is happily
playing in some way. A girl now approaches you. Youre undercover, so dont
screw up.
Kouya says that people our age drink soda instead of water and
tea. The water pipes here have been modified to produce soda. Have as
much as you want.
Kouya says that since this is the land of freedom, we get to do what
we want.
I dont quite understand what freedom is though.
Up until now, we only did what we were ordered to do.
Conclusion
PC1 is welcomed into the Liberators, making his infiltration a success. PC1 cant contact the outside world right now, but it should not be hard
to find a chance to call the City N Branch with a cell phone. Have PC1 look
around and end the Scene.
Asuka Shirogane
A girl that joined that Liberators. She once
was Daisuke Yogis student and is gifted in
the power of Psychometry. Asuka has
difficulty expressing her emotions, but fears
loneliness. After being invited by Kouya to
join the Liberators, she ran from the UGN.
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Roleplaying Game
Setting
You have been summoned to the UGN Japan main office by Director
Yugo Kiritani. It may only be your imagination, but Kiritanis face seems pale.
Thank you for coming on such short notice. We have an emergency on our
hands. Professor Caudwell has been spotted in City N.
You know Professor Caudwell as the famous founder of the UGN,
and current False Hearts member.
Conclusion
Once PC4 starts his investigation, end the Scene.
Setting
At the request of the UGN, you are investigating the Liberators, a
group that is active in City N. Following a lead, you come to a dark street in
the abandoned part of the city. Here, a group of boys come out to confront
you.
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Hey, youve been spying on the Liberators, havent you?
These boys seem to be Overeds. They seem to think you are a normal person and are completely off guard.
Dialogue: Boys
Let's show him what we can do.
(When PC5 shows his Overed Powers) Holy crap! Hes an Overed!
Oh crap, hes strong!
Hold on. If you want to join us, well let you meet our leader. Just
calm down. Please.
Conclusion
The boys immediately surrender once they see PC5s powers and
promise to bring him to their leader. PC5 cannot gain any information during
this Scene. End of Scene.
-Middle PhaseDuring the Middle Phase, anyone can enter a Scene unless stated
otherwise. Any Player Character that wishes to enter a Scene must inform
the GM of his intentions and increase his Encroachment Rate.
Predetermined Events
Perform each Predetermined Event in numerical order.
Scene 6: A Toast to Reunion with Soda (PC2)
Description
In this Scene, PC2 and Kouya will have a personal conversation. All
other Player Characters cannot enter this Scene.
Kouya expresses doubts about the UGN Childrens way of life and
asks PC2 to enjoy freedom together with him. Kouya will invite PC2 to join
the Liberators. No matter how PC2 responds, Kouya will decide to collect
his thoughts and exit the Scene.
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Setting
Its night. You and Kouya are walking along the outskirts of the city.
Kouya has changed a lot, but you recognized your old friend at first sight.
I~am~an anarchist! As he is singing, Kouya reaches out to a
vend-ing machine. A spark flashes, and an avalanche of canned coffee
comes spilling out of the machine.
Rage against the machine! Yeah! Kouya picks up two cans from the
pile and hands one to you.
Conclusion
The Scene ends when Kouya leaves the area.
scenario Section
During this Scene, PC1, Kouya and Asuka Shirogane will be having a
conversation. Kouya will first explain the Liberators' ideals, and will then
reveal that the Liberators are enacting a huge plan that will destroy the
divide between Overeds and humanity.
PC5 will be guided to the hideout by the boys he met earlier. He may
engage in conversation with Kouya, PC1 or Asuka.
Setting 1
An abandoned bowling alley on the outskirts of the city would normally not see any sort of human traffic. Yet there are groups of boys and
girls casually passing the time. Asuka Shirogane is sitting silently next to
you, doing nothing but downing cups of soda. A boy comes from the
crowd and approaches you. It is Kouya, the leader of this group.
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Description 2
A Liberator comes up and reports on City N Branchs activities. Players find out that it is Yogi who has been leaking information to the Liberators.
Setting 2
Mr. Kouya, The Teacher has sent us a message. A young mans
voice resonates through the room. He gets close to Kouya and begins to talk
in a low voice. Parts of this conversation can be slightly heard.
Ones an Illegal named (PC5). He was the one that beat up our
Oh, and it seems that the Kiritanis trying to conduct an undercover investigation.
Conclusion
Eh, I trust you. Kouya gives PC1 a pat on his shoulder and welcomes him to the Liberators. Now that the existence of a leak has been
revealed, end the Scene.
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Scene 8: Yogis Disappearance (PC3)
Description
All Player Characters, including the currently undercover PC1 and
PC5, may enter this Scene. The GM may persuade everyone to enter this
Scene and have them discuss their next course of action. During this Scene,
Kiritani will inform the players that Yogi has disappeared.
Setting
Sitting before you is a mountain of paperwork, all of which report
on how horrible the situation at the branch has become. On top of the
continuing disappearances of Children, Kiritani reports a new turn of
events; Daisuke Yogi has gone into hiding.
Conclusion
The next Scene will be an Investigation Scene. Once the Players
have shared information and decided on how to proceed with the coming
investigation, end the Scene.
Investigations
Six subjects can be investigated during this phase. The Defense
Forces Missile subject can only be investigated once players successfully
gain information on the Liberators or Daisuke Yogi subject. If needed,
create a Scene where known information is shared between the Player Characters.
Liberators
<Info: UGN or Underworld> 7
A gang of Overed children that chooses to live freely, obeying only
their desires and powers. Many that belong to this group only joined to get a
taste of freedom, but select elite members have been seen in and out of City
N. The Liberators leader is Kouya Messenger, who calls himself The Liberator.
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scenario Section
Defense Forces Missile
<Info: UGN or Military> 8
A plan to fire three ballistic missiles and gather data on the launches
has recently been created by the military under the pretense of increased
defense in an increasingly chaotic world.
These missiles have strong protects programmed into them so that
they cannot be fired even if they were stolen. The location of these missiles
is a secret.
<Info: UGN or Military> 10
An officer from the battalion that handles the missiles protects has
gone missing.
Professor Caudwell
<Info: UGN> 7
The founder of the UGN and the leader in Renegade research. The
professor supposedly died, but has been seen alive and leading a False
Hearts cell.
Professor Caudwell made contact with both Daisuke Yogi and Kouya
Messenger, and is pushing to have the two men attempt something drastic.
<Info: UGN> 9
Professor Caudwell is interested in how youths will transform into
Gjaums, and whether or not Loises can be sustained between two Gjaums.
To Professor Caudwell, the Liberators are nothing more than research
subjects.
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Trigger Events
A Trigger Event occurs when certain conditions are met. Refer to
Condition for specific requirements for each Scene.
Scene 9: Kouyas Plans (PC2)
Condition: Triggers when PC2 wishes to get in contact with Kouya.
Description
This Scene occurs when PC2 expresses the desire to contact Kouya.
The Scene will take place at an open cafe in City Ns shopping
district. Kouya will be accompanied by Asuka. All PCs may enter this Scene.
Even if the other Player Characters are with PC2, Kouya will only react with
verbal complaints. If the PCs make any attempt to attack, Kouya will fight
back with no regard to the people in the area.
Kouya will try again to get PC2 to join the Liberators. If this attempt
fails, Kouya will leave and give his old UGN ID card to PC2. This ID card will
be a key item in this Scenario.
Setting
Kouya has asked to meet you at an open cafe. Its a beautiful
day, and the cafe is bathed in sunlight. Families, groups of friends, and
couples are going about enjoying their day. Sitting next to Kouya is
Asuka. From a distance, this looks like an innocent gathering of friends.
scenario Section
If they dont, I guess I have to show them that I mean business.
Enough games. Come with me, (PC2).
(If refused) You know, I thought you of all people would understand. We went through the same shit. Im so disappointed.
From here on out, Messenger is dead. All thats left is Liberator.
No matter what, I will free all of the Children.
Conclusion
I wont need this anymore. Kouya takes out his old UGN ID card
and places it in front of PC2.
Im not Kouya Messenger anymore, and I wont need anything that
labels me as such. You gave me this name, and now Im returning it back to
you. Kouya and Asuka leave and disappear into the crowd. End the Scene.
Description
The protection on Defense Forces missile has been deactivated. All
PCs cannot enter this Scene.
This Scene takes place in Daisuke Yogis locked-down laboratory. Following Professor Caudwells instructions, Daisuke Yogi successfully removes
the protections on the missiles by using the information Asuka extracted.
Professor Caudwell tells Kouya that for the beginning of coexistence
between Overeds and humans to take place, the Renegade virus must be
spread throughout City N. Yogi objects, but is killed by Kouya.
Setting
Daisuke Yogi is sitting in his dim and dusty laboratory, working on
computer code. Although faced with a seemingly meaningless string of letters and numbers, he continues to type without any confusion. Looking
over him is Professor Caudwell. Lying by their feet is a motionless military
officer.
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Conclusion
Kouya does not answer the question. Eventually, Asuka runs out of
the laboratory. Kouya then takes out his cell phone and makes a call. Its
me. Asukas running away. We dont need her anymore. Finish her off.
As Kouya closes his cellphone, he mutters to himself, Ill keep killing
until the world wakes up. End of Scene.
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Scene 11: The Professors Conclusion (PC4)
Condition: Occurs right after Scene 10
Description
The Player Characters head to Yogis laboratory and finds Yogi lying
in a pool of blood. Professor Caudwell is present and reveals the goals of the
Liberators.
Setting
When you step into the laboratory, you see Yogi lying in a pool of
blood. Standing by the corpse is Professor Caudwell, who is looking down at
the body with disinterest.
Conclusion
Professor Caudwell exits the Scene. Suggest that the Player Characters chase after Asuka and end the Scene.
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Description
This Scene takes place at night in City N. In order to find Asuka, one
of the Player Characters that entered this Scene must successfully complete
a Difficulty 12 <Perception> or <Info: City N> Check. If everyone failed the
check, switch to a new Scene and redo the check. Continue this cycle until
someone succeeds.
When someone completes the check, the players will find Asuka
cowering in the street. Liberator boys will immediately appear and demand
that you hand over Asuka. If the Players refuse, a battle will commence.
The battle will consist of two enemies that use the UGN Strikehounds
(page 379) data. Refer to the Scene 12 battle diagram for specific positioning.
Scene 12 Battle Diagram
Engagement
Setting
You come to a back alley of the now dark City N, and find signs that
show a battle had broken out. However, there are still no reports of anyone
seeing Asuka. You need to hurry before the trail becomes cold.
Conclusion
Once the battle ends, Asuka will safely enter the Players custody.
She is very weak and passes out immediately once the area is secure. The
Scene will end when Asuka is taken to an UGN hospital.
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Scene 13: Countdown (PC1)
Condition: The Players rescued Asuka.
Description
This Scene takes place in an UGN-controlled hospital. Yugo Kiritani
will be here to explain the current situation. Although the UGN is searching
for Kouya and the missiles, they have yet to be found.
Meanwhile, Asuka will wake up. She talks about how she has doubts
about Kouyas actions and will assist the players if a Player Character that
has a Lois with her convinces her to lend her powers.
The missiles are kept at a top-secret location that the UGN cannot
locate. If PC2 has Kouyas old ID card, Asuka can find that location by using
Psychometry on the ID card.
Setting
In a room of a UGN-controlled hospital, Asuka has received treatment and now lies in bed in a painful-looking state. As usual, her face is
emotionless, yet she seems sad. While you are in your thoughts, Kiritani
comes in to explain the current situation to you.
Double Cross
Roleplaying Game
(When handed Kouyas old ID card) I can find Kouya with this!
I see him! Hes at City Ns abandoned area! Quick, were almost out
of time!
Conclusion
The Player Characters can head to the abandoned area of City N
once Asuka tells them that Kouya is there. Once they head towards the base,
enter the Climax Phase.
Setting
You all head to City Ns abandoned district. In the middle of the
abandoned buildings, you see missiles sticking out into the sky. Its almost
daybreak. Kouya senses your presence and nonchalantly turns around. Instead of looking surprised, he simply smirks.
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Dialogue: Kouya Messenger
No one was expecting the missiles to be set up right in the middle
of town, were they? People always look over whats right in front of them.
Judgments bugle is about to sound and the scare will spread from
City N to the world. The coming physical and mental stress will help Overeds
from around the world awaken. If Professor Caudewells predictions are right,
fifty percent of the world will become Overeds. Once that happens, the world
will have to accept us and all Overeds.
This is judgment against everyone that lived in ignorance at the expense of our souls. Stop me if you can! Show me that humans have the right
to live!(Battle Start)
Are you really OK with having to serve people just because you
happened to be born with powers, (PC2)? Do you want to live in the shadow
of the ignorant, being treated like a monster and burning your life away!?
(When all missiles are destroyed) No...The missiles...
Conclusion
The Climax ends once all the missiles have been stopped.
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Combos
>Lightning Blast
Lightings Blessing+Battle
Beat+Weapon Link+Lightning
Attack+Energy Wave+Gale
Sword+Concentrate: Black Dog
(+Flash+Fury)
Timing: Minor+Major
Skill: <Melee>
Dice: 16
Critical: 7
DFCLTY: Opposed
Target: Single
Range: Close
Atk Power: +15
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Description: A melee attack that utilizes electrified Fists. Target receives a -3 dice penalty
towards his Reaction check. Up to three times
per Scenario, the GM may also combine
Fury and change this attacks Target to
[Area(Select)]. If Kouya needs to Move,
add Flash into the combo and attack after
performing a Dash. A Break Away cannot be
performed using this effect.
>Full Installation 3
Timing: Initiative
Description: For the duration of the Round,
all checks receive a +9 dice bonus. This may
only be used once per Scenario.
>After Image
Timing: Auto
Description: Declare after HP damage has
been calculated. Reduce HP damage to zero.
This may only be used once per Scenario.
scenario Section
Missiles A to C
Stats are all zero.
[HP]
100
[Armor] 15
Battle Diagram
[Initiative] 0
Battle Plan
Each missile will head directly for the
Final Prevention Point. When a missile
reaches its goal, it will explode and
the Scenario will end.
Kouya will move into the PCs Engagement using Flash and attack using
[>Lightning Blast].
The Liberators will target any PC that
tries to attack the missiles.
Engagement
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-Ending PhasePerform Backtrack and enter the Ending Phase. The following are examples of Ending Scenes. Adjust these examples to coincide with the results
of the Scenario and the background of the Player Characters.
Setting
The missiles that would have brought about the beginning of Armageddon have all been shot down. Dawn has come and the story of Armageddons Youths has come to an end.
Conclusion
The Scene ends as everyone watches the sun rise.
Setting
Asuka has finally been released from the hospital and has vowed to
protect the people.
Thank you, PC1. From now on, I will protect humanity.
Conclusion
Asuka now works aside fellow UGN members. End of Scene.
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Scene 17: The Return of the Children (PC3)
Description
This is PC3 and PC4s ending. The Liberators has been disbanded
and the missing Children are slowly returning back to the UGN. Kiritani
comes to thank the Player Characters for their efforts.
Setting
The Liberators missile launch has been stopped and the missing
Children are slowing returning to the UGN. Kiritani comes to your branch to
express his gratitude.
Conclusion
The Scene will end once PC3 finishes responding to Kiritanis lines.
Description
This ending occurs if a missile made it past the Final Prevention
Point and exploded. The Renegade virus spreads across the world, and the
number of Overeds sharply rises. Due to the players' failure, the world will
no longer be the same.
Setting
When the missile hit its target, the world experienced a drastic
change. The now rampant Renegade powers have ruined the life that you
know and plunged the world into despair.
Conclusion
The existence of Overeds has become public knowledge, causing
the world balance to drastically change.
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-After-GameStart the After-Game once the Ending is done. Check all record
sheets and calculate experience points.
This Scenarios goal is to prevent the missiles from reaching its target. For completing this goal, each player will receive five experience points.
If the players failed, they will receive zero experience points.
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Truth or Fiction
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-Pre-Game-Character Creation and Important InformationThis Scenario takes place in City N and will revolve around the UGN,
False Hearts, and their fight over one Renegade Being. If this Scenario is
being played with characters that were used in the Armageddons Youths
Scenario, please note that players may have to exchange PC numbers.
The person who was PC1 in the previous Scenario will be PC2 in this
Scenario, while the PC2 of the previous Scenario will be PC1 for this Scenario. PCs 3 to 5 may retain their previous numbers.
The Story
Kouzou Nagami, a UGN researcher, lost his daughter Subaru and
ever since has done nothing but research a way to bring her back to life.
During an experiment, Kouzou accidentally gave birth to a special Renegade
Being.
This Renegade Being, who was given the name Pygmalion, has the
ability to read another persons memories and mimic a person based on the
information it gathered. Kouzous planned to use this ability to create a
second Subaru, and succeeded when Pygmalion acquired Subarus
appearance.
Shortly thereafter, the False Hearts agent Bandersnatch went after
Kouzous research and ended up killing the professor. In this Scenario, players must defeat Bandersnatch and protect the Renegade Being that is now
Subaru.
Trailer
Half a year ago, a girl was killed by a man who switched to False Hearts.
However, the girl was given another chance at life.
Is this girl real, or a lie that will fade away like an illusion? Those that live in
the twisted side of the world will now uncover the mystery behind her resurrection.
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Stage
This Scenario uses the City N Stage.
Quick Start
The following sample characters are recommended for this Scenario:
PC1: Vermilion Blade (Page 40)
PC2: Protector of Dreams (Page 38)
PC3: The Idealist (Page 42)
PC4: Shining Void (Page 48)
PC5: Ruby Eyes (Page 54)
PC2
PC3
PC4
PC5
PC1
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Scenario Data
Each Player Character will have the following aspects as part of his background. The GM
should discuss this with the players as they are creating their characters.
PC1: An UGN Child who was a friend of Subaru Nagami.
PC2: Was trained in Renegade Control by Kouzou Nagami.
PC3: Is the City N branch Chief. PC4: An UGN Agent. PC5: Is a Renegade Being
PC1 Handout
Lois: Subaru Nagami Emotions - P:Idolization N: Anxiety
Quick Start: Vermilion Blade Cover/Work: Any/UGN Child
You once met a girl named Subaru Nagami at an UGN research facility. Half a year ago,
that facility was attacked and the girl was killed. However, you met Subaru again while
searching for a False Hearts agent that is lurking in City N. What is a supposedly dead
person doing in the city?
PC2 Handout
Lois: Kouzou Nagami Emotions - P:Friendship N: Suspicion
Quick Start: Defender of Dreams Cover/Work: Any/Any
Kouzou Nagami was a UGN researcher and one of the people that taught you how to control your powers. After the death of his daughter Subaru, you lost contact with Kouzou. One
day, you hear that Kouzou died, but you receive a letter from your dead teacher. The letter
asks that you help his daughter Subaru.
PC3 Handout
Lois: Bandersnatch Emotions P: Curiosity N: Anxiety
Quick Start: The Idealist Cover/Work: Any/UGN Branch Chief
You have received a report alerting you that the False Hearts agent Bandersnatch has
infiltrated the city. The man is infamous for his violence, and ignoring him will lead to
immsense casualties. As Branch Chief, it is your job to swiftly handle the situation.
PC4 Handout
Lois: Akihito Chigira Emotions P: Infatuation N: Loathing
Quick Start: Shining Void Cover/Work: Any/UGN Agent
Rosa Baskervile has given you orders to eliminate Akihito Chigara, a former UGN agent
who betrayed the organization. This very belligerent man has ignored three reprimands
and went on a rampage, destroying a certain UGN research facility before joining False
Hearts. Head to City N, find him, and eliminate him.
PC5 Handout
Lois: Subaru Nagami Emotions - P: Curiosity N: Enmity
Quick Start: Ruby Eyes Cover/Work: Any/Renegade Being
One day, you were approached by Kyoka Tsuzuki, the leader of Xenos. She has asked you
to protect a girl named Subaru Nagami. According to her, protecting Subaru will lead to a
better understanding of humans. While helping with Kyokas plans does not sit well with
you, you will go along with it if it means getting to know humans better.
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-Opening PhaseUnless stated otherwise, only the Lead Character may appear during
an Opening Scene.
Setting 1
As the alarms are echoing through the halls of the research facility, you are
looking around for Subaru. Among the bodies of the Children and agents
that were killed by the enemy, you find Subaru completely covered in her
own blood. She obviously sustained a fatal wound. Subaru notices you and
weakly smiles.
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Subaru Nagami
PC1s friend who died during an attack on
an UGN research facility. The Subaru that
currently exists is actually a Renegade Being
named Pygmalion. Due to modified memories, this Renegade Being thinks it is the real
Subaru.
Description 2
Half a year has passed since the attack. PC1 is walking through an
alleyway in the shopping district, looking for False Hearts agents that have
infiltrated the city.
As PC1 proceeds with his mission, he finds the FH agents as they
are trying to capture a girl. The agents will notice PC1, identify him as a
hostile, and attack. Since these agents are Extras, PC1 can defeat them
simply by declaring their defeat.
When the agents have been taken care of, the players will find out
that the girl is Subaru. Subaru will recognize her savior as PC1 and will pass
out when her pent-up tension is released.
Setting 2
Half a year has passed since Subaru died. You are now stationed in
City N. You are currently on a search mission for False Hearts agents that
have infiltrated the city. When you step foot in one of the shopping areas
back alleys, you hear the impatient shouts of several men. Damn she runs
fast. Get her before the UGN finds us!
It sounds like False Hearts is chasing after somebody.
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Im so glad to see you. My dad told me to go to City N and get your help.
Im sorry, but Imso tired. Letmerest (Passes out)
Conclusion
The Scene ends when PC1 takes custody of the unconscious Subaru.
Setting 1
You are walking through the hallways of the research facility, avoiding the
rubble that was caused by the attack. In the middle of a hallway, you
finally find Kouzou Nagami, who is standing at the very spot where his
daughter was killed.
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Kouzou Nagami
An UGN Renegade researcher. Kouzou was a kind
man who got along well with people, but after his
daughter Subaru died, he became obsessed with his
research. He attempted to resurrect his daughter using the powers of a Renegade Being, but was killed
by Akihito Chigira, who was after his research.
Description 2
An UGN liaison officer will go to PC2 and inform him of Kouzous
death. He will hand PC2 a letter from Kouzou that is addressed to him.
Setting 2
An UGN liaison officer visits you at your home. You wonder what
business warrants this unexpected visit. With a stern look on his face, the
man looks you straight in the eye and proceeds to speak.
scenario Section
Conclusion
PC2 finishes reading the letter and heads to City N. End the Scene.
Setting
You are sitting in your office at the UGN City N Branch, handling the paperwork that sits on your desk, when you hear a knock on your door. One of
the agents under your command enters carrying what seems to be a large
report. It would seem that a new incident has occurred.
Conclusion
End the Scene once PC3 starts working to contain Bandersnatch.
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Setting
It is a peaceful afternoon day, and you are enjoying the little free time you
get between missions. Suddenly, your cellphone rings. The display shows
that the call is from Rosa Baskerville, your superior officer. Looks like its time
for another mission.
Conclusion
The Scene ends when PC4 receives his orders and heads to City N.
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Setting
You are sitting inside a caf at the mall, observing the people inside the shop
as they interact with one another. A precocious girl comes to your table and
sits down. You recognize this girl as Kyoka Planner Tsuzuki, the leader of
Xenos.
Conclusion
The Scene ends once PC5 accepts the job and goes to Subarus side.
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-Middle PhaseDuring the Middle Phase, anyone can enter a Scene unless stated
otherwise. Any Player Character that wishes to enter a Scene must inform
the GM of his intentions and increase his Encroachment Rate.
Predetermined Events
Perform each Predetermined Event in numerical order.
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Setting
After fighting back False Hearts, you return to the UGN City N Branch
so that Subaru can be kept safe. You brought Subaru to the infirmary, where
she is now sleeping silently in one of the beds before you.
Subaru died half a year ago. Is the girl before you the real Subaru,
or something else?
Conclusion
Once the Player Characters exchange information, form a truce and
question Subaru, an explosion will rock the City N Branch. PC3s subordinate
will appear and let everyone know that False Hearts is attacking. End the
Scene once the Player Characters head out to meet the enemy.
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Conclusion
After the crimson-colored wolf that Akihito created finishes eating
the subordinate, Akihito leaves the abandoned building and heads towards
the City N Branch. End the Scene.
scenario Section
This is the start of a battle. Any Player Characters that have not
entered the Scene must consult with the GM on timing if they want to enter
at this point. The enemy is one of Akihitos Servants (pg 497). Refer to the
battle diagram for specific positioning. Akihito himself cannot join this battle.
Once the Servant has been defeated and the battle ends, Akihito will
give a word of congratulations and exit the Scene. The copy then dissipates
and all that will be left is a pool of blood on the floor.
If some Player Characters that did not enter Scene 6, it may be best
exchange information and form a truce in-game after Akihito has exited.
Scene 8 Battle Diagram
Engagement
Investigations
Once Scene 8 has been completed, the game moves on to the
Investigation phase. Each subject that can be investigated will have a
Trigger event tied to it. If needed, create and act out a Scene where known
information is shared between Player Characters.
At first, players can only investigate Subaru Nagami, Kouzou Nagami, and Bandersnatch. Once these three subjects have been completed,
players can investigate Kouzou Nagamis Research.
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Subaru Nagami
<Info: UGN or Rumor> 8
Kouzou Nagamis deceased daughter. Since she was an Overed, she
was receiving training at the research facility where her father worked. Her
Syndromes were Black Dog and Salamandra. Subaru died when the facility
was attacked. It is unknown as to how she came back to life. However, Bandersnatch is after her, and the reason lies with Kouzou Nagamis research.
At this point, Subaru will wake up. The players can go see her now.
-->Going to see Subaru triggers Scene 9.
Kouzou Nagami
<Info: UGN> 8
An UGN researcher and Subarus father. He was targeted by False
Hearts, but his death has been confirmed a few days ago. Bandersnatch
demanded that Kouzou turn over his research and killed the man when he
refused.
After Kouzou died, Bandersnatch set his sights on Kouzous daughter
Subaru. This suggests that Subaru is a key factor in getting Kouzous research.
-->Successfully completing this check allows Kouzou Nagamis
Research to be investigated.
Bandersnatch
<Info: Underworld or UGN> 8
A former UGN agent whose real name is Akihito Chigira. After having
received three warnings for insubordination, he attacked a research facility and switched sides to False Hearts. The facility that was destroyed was
where PC1 and the Nagami family were. It was Akihito Chigira who killed
Subaru.
Bandersnatch is a Bram Stoker Overed and specializes in squad
tactics using Servants.
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Kouzou Nagamis Research
<Info: UGN> 10
After his daughter Subaru was killed half a year ago, Kouzou Nagami
has been researching a method to resurrect the dead using the Renegade
virus. The research seems to be successful, as Subaru is now in City N, alive
and well.
Something about Kouzous research has made Subaru a target for
Bandersnatch. The UGN database might have Kouzous research data stored.
-->Successfully completing this check causes Scene 10 to trigger.
Trigger Events
A Trigger Event occurs when certain conditions are met. Refer to
Conditions for the specific requirements.
Description
This Scene is for meeting up with Subaru and discovering the secret
behind the star-shaped locket pendant that she wears. The stage itself will
be the UGN City N Branchs infirmary, where Subaru will be fiddling with her
locket as she waits. When the Player Characters enter the Scene, Subaru will
greet them and will ask about Kouzou Nagami. She will then open up the
locket and show the Player Characters a picture of herself and Subaru.
At this point, all Player Characters that are in the Scene may now
perform a Difficulty 8 <Perception> or <Knowledge: Accessories> check. If
one person succeeds, players will learn that the locket has an second compartment, and the part where the picture is put in acts as a lid. When the
compartment is opened, the Player Characters will find a piece of paper with
the word Pleiades written on it. In Japanese, Pleiades is called Subaru.
This word will be needed during Scene 10, so the GM should suggest that the players take note of this. Note that if all Player Characters fail
the above check, create a new Scene and give another chance to try at the
check. As usual, have the Player Characters raise their Encroachment Rates
when entering the new Scene.
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Setting
When you enter the Branchs infirmary, you see Subaru by herself,
fiddling with her star-shaped locket pendant. Subaru notices you and smiles.
Conclusion
The Scene ends once the check for discovering the pendants secret
has been completed.
Condition: Triggers when the Players investigated Kouzou Nagamis Research and decide to look for his data.
Description
The Scene involves searching the UGN database for Kouzou Nagamis
old research data. This data exists in the UGN database, but is passwordlocked and cannot be viewed. The password is Pleiades, which can found
in Scene 9, written on a piece of paper that was hidden in Subarus pendant.
If Scene 9 has not occurred yet, tell the players that they cannot solve the
password right now and move on to Conclusion 1.
When the players have the password and they open up the research
data, they will learn that Kouzou Nagamis research on resurrection was
never completed. They will also find Kouzous journal in the data. In the journal, players will learn that by chance, Kouzou gave birth to a Renegade Being
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during his research. This Renegade Being has the ability take another
persons memories and a sample of his Renegade virus and mimic that person. Using this ability, Kouzou intended to create a second Subaru.
When revealing this information to the players, have them refer to
page 329 and explain what a Renegade Being is. After Kouzous research
data has been investigated and the corresponding information has been
given, move on to Conclusion 2.
Setting
You are at the UGN City N Branch, sitting in front of an information
terminal. In order to look at Kouzous research data, you will need to access
the UGN database. You find the data, but a password prompt pops up. Without a password, you wont be able to investigate Kouzous research.
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Conclusion 1
The Scene ends when the players finish looking at Kouzou Nagamis
research data.
Conclusion 2
Tell the players that without a password, they cannot investigate
Kouzou Nagamis research data. End the Scene and continue on with the
Investigation.
Condition: Triggers when Scene 9 and 10 have occurred and all information
has been given to the players.
Description 1
During this Scene, Akihito will attack the UGN City N Branch and
Subarus true identity will be revealed.
Akihito is attacking the Branch because he wants to capture Subaru.
If the Player Characters attempt to stop him, Akihito will reveal that Subaru
is actually a Renegade Being that copied the real Subarus memories. After
revealing this, Akihito will ask if the Player Characters will still protect a fake.
This last part will be discussed in Setting 2.
Setting 1
A blast rocks the City N Branch and is followed by a disturbing highpitched laugh. Hey, UGN! Its no fun if you dont fight back! That creepy
voice belongs to Akihito Bandersnatch Chigira.
scenario Section
The reason why that Subaru has missing memories is because she
doesnt even have the originals actual memories. Her identity is built on
second-hand information from a person that just knew the real Subaru.
She actually think shes Kouzous daughter and has forgotten that
shes a Renegade Being.
Kouzou was even treating that monster like his real daughter. He
wouldnt even talk when I smacked him around. Well, hes dead now, so I
guess hell talk.
Ive gone through a lot of trouble, but its all going to end with me
taking that monster.
me.
Look, you guys dont have to protect a monster. Just give her to
Description 2
After Akihito reveals Subarus true identity, Subaru will appear. After
finding out that she is a Renegade Being, Subaru falls into a state of confusion and her powers go out of control. When this happens, Subaru will
unconsciously create copies of Akihitos Servants. Seeing this, Akihito will
realize that Subaru can copy someone by absorbing his Renegade strain,
and copy his powers in the process.
After losing control of her powers, Subaru will run out of the City N
Branch. When the Player Characters try to follow, the Servants that Subaru
made will attack. This enemies in this battle are two units of Akihitos Servants. Refer to the battle diagram for specific positioning.
Engagement
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Setting 2
Right after Akihito happily reveals Subarus identity, you hear a noise
from behind you. ...Im a fake? You turn around and see a pale-faced
Subaru standing dead still.
Conclusion
When the battle ends, Subaru and Akihito have already left the
Scene. Ask any Player Characters who have a Lois with Subaru if they want
to turn that Lois into a Titus or discard it altogether. Once that is done, the
Scene ends once the Player Characters go after Subaru and Akihito.
Description
This Scene is for finding Subaru. Player Characters that entered this
Scene must successfully complete a Difficulty 8 <Perception> or <Info: Rumors> Check. If at least one person completes the check, everyone will find
out that Subaru headed to an abandoned UGN research facility, where she
supposedly died half a year ago.
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Setting
Subaru ran from the City N branch office and is now missing. In
order to fulfill Kouzous dying wish, you will need to find Subaru before the
enemy does and protect her.
Conclusion
The Scene ends once the players go after Subaru and head to the
UGN research facility.
Description
The players will arrive at an abandoned UGN research facility and will
find Subaru in one of the hallways. She is staring at a dried and darkened
blood stain that is on the wall. She now remembers that she is a Renegade
Being that was created by Kouzou Nagami.
Subarus original memories as a Renegade Being and the copied
memories of the original Subaru Nagami are now at odds with one another,
threatening to tear apart the girl from the inside-out. If left alone, Subarus
conscious will break down and the girl will become a Gjaum.
If PC1 did not turn his Lois with Subaru into a Titus, he can save
Subaru from her agony by accepting her existence.
Setting
You arrive at one of the UGNs research facility. The destruction and
rubble has remained untouched for the past half-year. In one of the hallways,
you find Subaru staring at a blood stain on the wall. This is the exact place
where Subaru Nagami died.
Double Cross
Roleplaying Game
He probably was only doing it for himself, but I was still grateful.
But the plays over now. A monster cant become human, and
theres no place for me in this world. I...I...
(If PC1 accepts Subaru as she is) Is it really OK for me to exist?
Im just a monster that copied Subarus identify from the information Kouzou gave me. Are you fine with a Renegade Being?
Thank you. Im so glad I met you.
(If Subaru turns into a Gjaum) If the world doesnt want me, I dont
want this world! Ill destroy everything! Uwaaaaaaa!!!
Conclusion
Once Subarus heart has been saved or after Subaru becomes a
Gjaum, Akihito will appear and start goading the Player Characters. The actors are now on stage. Lets see who gets the monster.
Setting
Akihito appears with a mocking smile on his face and walks towards
you. Hey, I remember this place. This is where it all started, and this is
where its all going to end. Great choice for the final battle, you poetic asshole. Akihitos words are mixed with a snake-like glare that could send a chill
down the spine of anyone that saw him.
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Dialogue: Akihito Chigira
Alright, youve given me enough trouble, so why dont we just finish
things up here?
You are a real sucker for wanting to protect someone whos more of
a monster then us.
You have no idea how much it pisses me off to see half-assed,
Overed freaks trying to be human.
Kouzou had the will, but not the strength. Why do humans have to
break so easily? I hope an Overed will do a better job of entertaining me.
Before I take that girl, Im going to have fun with you bitches. I
want you all to scream, scream, and scream until Im done playing. (Uses
Red Servant + Army of Fools)
(When Defeated) I...lost? Bull crap. I...dont...lose...
Conclusion
The Climax ends once Akihito Chigira has been defeated.
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Combos
>Destructive Bloodshed
Blood Bullet+Ancestral
Bloodline+Concentrate: Bram Stoker
(+Bloody Banquet)
Timing: Major
Skill: <Ranged>
Dice: 16 (13)
Critical: 7
DFCLTY: Opposed
Target: Single
Range: View
Atk Power: +13
Description: A ranged attack that has Akihito
firing bullets that were enhanced with his
blood.
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>Immortality
Timing: Auto
Description: Use right right when Akihito becomes Incapacitated. Akihito
is revived with 40 HP. This may only
be used once per Scenario.
Akihitos Servants
Stats
Skills
[Body] 9
[Sense] 9
[Mind] 9
[Social] 9
[HP]
45
[Initiative]
27
[Armor] 4 (Servants Garment x2)
Encroachment Rate: 150% (Dice +4)
Powers
Acquired Powers and number of allowed uses are shared with Akihito.
Combos
>Cryptic Fang
Ancestral Bloodline + Mock
Swordsman + Concentrate: Bram
Stoker
Timing: Major
Skill: <Melee>
Dice: 22
Critical: 7
DFCLTY: Opposed
Target: Single
Range: Close
Atk Power: +8
Description: A melee attack using
claws. Servants lose 3 HP every time
this attack is used.
Battle Diagram
>Immortals Grace
Timing: Cleanup
Description: Recover 2D + 6 HP.
Battle Plan
>Akihito Chigira
Akihito will not move from his position and will attack using his [>Destructive Bloodshed] combo. If you
can, also combine Bloody Banquet
Engagement
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-Ending PhasePerform Backtrack and enter the Ending Phase. The following are
examples of Ending Scenes, all of which assume that the players were able
to save Subaru and place her under UGN care. If the outcome for your table
is different, change the Scenes as necessary.
Setting
You enter the high-rise building and make your way back to the room that
is being used as a safe house for Xenos. As you head to the top floor, you
ready yourself to report to Kyoka Tsuzuki on how Subaru Nagami is safe,
for now.
Conclusion
The Scene ends when Kyouka leaves.
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scenario Section
Scene 16: Towards a New Battle (PC4)
Description
After handling Akihito Chigira, PC4 prepares to leave City N. Before
he goes, PC4 will receive a phone call from his boss Rosa. Rosa congratulates
PC4 for completing his mission and gives him a new one.
Setting
You have completed your mission and sent a report to Rosa. You are getting
ready to leave City N, but then your cellphone rings. The screen shows that
its from Rosa.
Conclusion
PC4 takes on his new mission and heads to City Z. End Scene.
Setting
You succeeded at beating back the False Hearts agent Bandersnatch, but
a new enemy awaits you. You now have to deal with repairs to the building
and writing reports. Sitting right in front of you is a mountain of paperwork.
499
James Ling (order #6536296)
Double Cross
Roleplaying Game
Conclusion
The Scene ends when PC3 starts on his paperwork.
Setting
You head towards the communal cemetery where Kouzou Nagami is
buried. Subaru is now safe, and knowing that will help Kouzou rest easy.
Conclusion
Once PC2 finishes his business at the cemetery and gets on the
road, end the Scene.
Setting
Its early morning and you are walking to school with Subaru, who
has now transferred to your school. Subaru has been allowed to live in City
under the condition that she is kept under UGN surveillance. You just happened to be chosen to be her proverbial watch dog. Perhaps this is fate...
500
James Ling (order #6536296)
scenario Section
Dialogue: Subaru Nagami
(To PC1) I never thought that I would ever have a human life. Its
all thanks to you.
Im not the real Subaru Nagami, but I owe it to her and Kouzou to
live a good life. Can you help me do so?
Thank you. Im glad I met you.
Conclusion
End the Scene once Subaru and PC1 finish their act. This concludes
the Scenario. Move on to the After-Game.
-After-GameStart the After-Game once the Ending is done. Check all record
sheets and calculate experience points.
This Scenarios goal is to keep Subaru from becoming a Gjaum. If
the players are successful, give them five points. If Subaru did become a
Gjaum, players only receive two points.
501
James Ling (order #6536296)
Double Cross
Roleplaying Game
Scenario Starters
The following are two ideas that the GM can use when creating a new Scenario. These starters may be used as is or modified to suit ones interests.
*******
An educational seminar, called the
New School, has opened up an office
in City N and advertises the best education and vocational training. Those that
attend this school have seen a dramatic
increase in their grades and even develop new skills.
*******
New intelligence shows that a young
female Overed called Canary has
escaped from a False Hearts laboratory
and is now hiding in City N. According
to the UGN Intelligence agent Yoshizumi Moroda, Canary has succumbed
to the Renegade and has turned into
a Gjaum. He recommends that she be
disposed of quickly.
502
James Ling (order #6536296)
Appendix
Appendix
Double Cross
503
James Ling (order #6536296)
Double Cross
Roleplaying Game
Absolute Prediction..............................185
Absolute Solitude.................................101
Absolute Space.....................................191
Absolute Terror.....................................211
Absorption............................................151
Accelerate.............................................211
Accelerated Time.................................385
Accelerated Time II.............................385
Acceleration Mechanism......................119
Accuracy Check...................................294
Ace Driver............................................174
Acrobat.................................................164
Active Sonar.........................................164
Additional Strength..............................215
Adrenaline............................................211
Advice..................................................181
Aegis Shield.........................................144
After Image..........................................165
Ageless Body.......................................405
Aging....................................................396
Ailment Resistance..............................389
Air Instrument......................................167
All Range.............................................150
Almighty Instrument............................177
Analyze................................................181
Ancestral Bloodline..............................133
Angel Voice..........................................160
Angels Mantle.....................................105
Angels Palette.....................................105
Animal Tamer.......................................190
Annihilation Wave...............................205
Anti-Air Attack....................................390
Anticipation of Battle.............................98
Anti-Ground Attack.............................390
Anti-Warding Factor(AWF).................388
Apparitions Beckoning.......................150
Aqua Vitae............................................215
Armor(Equipment)....................236 239
Armor*........................................227, 238
Armor (Stat)........................................295
Armor Piercing.....................................388
Army of Fools.......................................133
Arrow of Agony....................................214
Arrow Raindrop...................................190
Art (Skill)...............................................22
Asphyxiate...........................................202
504
James Ling (order #6536296)
Attack Bonus........................................219
Attack Power........................................295
Attack Program....................................118
Attack Steps.........................................293
Auto Action..........................................288
Automated Tentacles............................154
Avatar of Thunder.................................124
Avatar's Voice.......................................102
Awaken.................................................174
Awakening Chart....................................68
Awakening Electricity..........................121
Backtrack.............................................279
Bacteria Environment Manipulation...217
Bad Statuses.........................................297
Balance Break......................................164
Ball Lightning Shield............................121
Barricade of Blinding Heat...................206
Barrier Cracker.....................................123
Base Encroachment Rate........................57
Base Stats.......................................22, 254
Basic Research.....................................165
Bat Ears...............................................167
Bat Wings.............................................135
Battle....................................................282
Battle Beat...........................................160
Battle Formation..................................392
Battle Instinct.......................................143
Battle Reinforcements..........................392
Beast Eyes...........................................140
Beast's Intuition....................................147
Beast's Malice......................................142
Beast's Pride.........................................143
Beast's Scent.........................................147
Beast's Strength....................................141
Berserk.................................................298
Berserker..............................................215
Bizarre Fingertips.................................157
Black Hammer......................................108
Black Hole Destruction.........................114
Black Hole Gate...................................114
Black Hole Summoning........................113
Black Light...........................................104
Black Market........................................180
Blade of Vengeance..............................144
Blazing Fort.........................................200
Blind Sheep..........................................213
Appendix
Blinding Dash........................................98
Blitzkrieg..............................................186
Blizzard Breath....................................201
Blizzards Protection............................204
Blockade..............................................291
Blood Bonds.........................................131
Blood Bullet.........................................128
Blood Burn..........................................133
Blood Control.......................................128
Blood of Destruction.............................131
Blood Reading......................................137
Blood Relations....................................128
Blood Sculpture....................................136
Blood Warhorse....................................132
Blood Wedge........................................129
Bloodletting.........................................136
Bloodletting Spores..............................213
Bloody Attack......................................129
Bloody Banquet....................................129
Bloody Net..........................................129
Blow Away..........................................142
Blue Demon.........................................203
Blur........................................................98
Boa Tail...............................................143
Body......................................................22
Bond Break..........................................400
Bone Gun.............................................154
Bone Sword..........................................154
Brain Hack...........................................152
Brain Hijack.........................................402
Brain Shake..........................................164
Brand of the Cursed..............................153
Break Away..........................................291
Breaking Point......................................184
Burning Soul.......................................206
Burst Break..........................................403
Caged Area..........................................193
Calamity Smash...................................225
Calculations.........................................184
Calm Down.........................................222
Campaign.............................................359
Cannibalize..........................................152
Cat Eyes...............................................147
Cat's Path.............................................197
Centaur Legs.......................................140
Cerebral Adjustment............................202
Chaotic Fate.........................................389
Character Growth.................................270
Character Growth Chart.................84, 272
Character Loss.....................................267
Character Rebuild..................................90
Check...................................................253
Check Score.........................................254
Cheer....................................................160
Childhood Friend.................................217
Cleanup Process...................................288
Climax Phase........................................267
Code Deciphering................................186
Coercion...............................................389
Combat System....................................182
Combining Powers...............................300
Common Powers..................................218
Communication Control......................395
Complete Therianthropy......................140
Component Analysis............................177
Concentrate..........................................219
Confusing Blow...................................192
Connections................................242 - 243
Constricting Domain............................195
Construction Character Creation.....23, 72
Corpse..................................................130
Corrosive Fingertip..............................212
Corrosive Red......................................130
Cosmic Inflation...................................114
Counter.................................................185
Cover (Action).....................................305
Cover Defense......................................219
Create Armor........................................172
Create Shield........................................172
Crimson Armor....................................131
Crimson Sword....................................131
Criticals................................................256
Critical Shot.........................................183
Critical Value........................................256
Cross Attack.........................................132
Cross Burst...........................................205
Crossbreed.................................73, 75, 78
Crown of Thorns...................................212
Crushing Jaw.......................................190
Cryopreservation..................................207
Crystal Eyes...........................................98
Crystal Sword.......................................171
505
Double Cross
Roleplaying Game
Crystallize............................................175
Customize............................................170
Cyber Arm...........................................122
Cyber Leg............................................118
Damage................................................295
Dance of the Mindless..........................134
Dancing Hair.......................................151
Dark Matter..........................................109
Dark Spiral...........................................112
Dash...............................................82, 289
Dazed...................................................298
Dazzling Voice.....................................167
Defense Support...................................184
Deflection Sensory................................115
Delusive Scent......................................210
Demon's Shadow..................................113
Destructive Arrow................................129
Devil String..........................................154
Devoted Gears......................................136
Devoted Shield.....................................386
Dice Rolls.............................................255
Difficulty..............................................254
Dimension Gate...................................115
Disintegration.......................................206
Distant Voice........................................166
Distorted Body.....................................154
Distorted Domain.................................193
Distorted Retribution............................110
Divine Beast Attack..............................145
Doctor Dolittle.....................................187
Dodge (Skill)..........................................22
Dodge (Check).....................................294
Domain Adjustment.............................194
Domain of Despair................................196
Domain of Domination.........................192
Domain of Vengeance..........................196
Domain's Guardian...............................194
Domain's Shield...................................193
Domain's Voice.....................................195
Dominating Particles............................196
Domination..........................................395
Dormant Genes....................................147
Double Creation...................................172
Double-Duel.........................................183
Dragon Scales......................................144
Earth Fang...........................................190
506
James Ling (order #6536296)
Earth Shaker.........................................163
Earth's Protection.................................191
Earthy Gold.........................................197
Elastic Arm..........................................150
Electrical Convergence........................119
Electromagnetic Induction...................119
Electromagnetic Wall..........................121
Electromagnetic-Response Armor.......123
Electronics Master................................125
Element Transformation.......................400
Elusiveness...........................................398
Embrace...............................................130
Emotion Change...................................276
Emotion Charts...............................70 - 71
Encounter Chart.....................................67
Encounter Chart (Renegade Being).......89
Encroachment Cost.............................299
Encroachment Rate.............................273
Encroachment Rate Bonus...................274
Encroachment Rate Increases..............273
Enemies................................................376
Energy Meister.....................................201
Energy Water........................................217
Energy Wave.......................................162
Engagement..........................................289
Enhance Action....................................221
Enhance Mind.....................................221
Enhance Physical.................................221
Enhanced Growth.................................197
Entangle...............................................152
Environmental Damage........................307
Escape..................................................291
Eternal Life..........................................133
Evasion.................................................385
Event Horizon......................................110
Evil Eye of Solitude...............................111
Experience Charts...........................63 - 66
Experience Chart (Renegade Being)......88
Experience Point Distribution......271, 367
Extra (NPC type).................................360
Extra Arms...........................................146
Eye of Argos.........................................141
Eyes from Heaven...................................98
Eyes of Light and Darkness..................102
Fairy Hand...........................................191
Fall Down............................................405
Appendix
Fan Out................................................181
Festival of the Twisted..........................150
Fiend's Shield.......................................112
Final Blaze...........................................205
Final Flash............................................104
Fire and Ice Sword................................204
Fire Cage.............................................203
Fire Formation......................................203
Fire God's Rage...................................200
Fireproof Body....................................207
Fire's Blessing......................................201
First Strike............................................161
Fist of Darkness....................................108
Flame Blade.........................................200
Flame Ring..........................................205
Flames of Hatred...................................202
Flaming Bullets....................................201
Flaming Disaster..................................403
Flash.....................................................161
Flash End.............................................393
Flash Gaze...........................................103
Flashing Plasma...................................124
Flight....................................................305
Flying Debris........................................142
Folding.................................................176
Food of the Dead.................................214
Fool's Equipment..................................135
Forgery.................................................177
Form Change........................................170
Formless Sword....................................192
Forsaken Land.....................................105
Fountain of Knowledge........................180
Fracturing Sound..................................163
Fragrant Fresh Blood............................136
Frenzy...................................................210
Full Defense.........................................221
Full Installation....................................123
Full Power Attack.................................145
Full Scratch Character Creation......23, 83
Furious Heart........................................404
Fury......................................................162
Fusion...................................................156
Gale Sword...........................................162
Game Master (GM).............................358
Genes of Destruction............................134
Genetic Shift........................................274
Genius' Insight......................................180
Genocide Mode...................................171
Giant Growth........................................155
Giant's Axe..........................................109
Giant's Life Force..................................143
Gigantic Mode.....................................170
Giganto Lance......................................176
Glass Sword.........................................102
Goddess of Victory...............................185
God's Eye.............................................102
Gold Alchemy......................................174
Grapple.................................................143
Gravity Area........................................394
Gravity Guard.......................................112
Gravity Swamp.....................................110
Green Whip.........................................194
Guard (Action).....................................294
Guard (Stat).........................................294
Guard Crush.........................................183
Guest (NPC Type)...............................359
Guiding Flower....................................191
Gun of Light..........................................101
Hand of Light........................................103
Handling...............................................194
Hard Beat.............................................160
Hard-Wired..........................................122
Hatred...................................................298
Hawk Wings.........................................141
Hazard Call..........................................226
Heal.....................................................173
Healing Water.......................................213
Heartless Memories..............................226
Heat Adjustment..................................206
Heat Barrier..........................................204
Heat Haze............................................203
Heat Haze Robe...................................101
Heat Perception....................................207
Hell Beast's Roar..................................142
Hell's Coffin.........................................130
Hi-End Production...............................216
Highly-Saturated Oxygen Bubble........167
High-Speed Regeneration....................390
Hollow Body........................................156
Horned Ogre........................................144
Hound's Nose.......................................105
Hit Points (HP)...............................78, 296
507
Double Cross
Roleplaying Game
Judgment by Light................................104
Kamaitachi...........................................162
Key-Free Traveling..............................157
Keystone Formation.............................191
Killing off Characters............................296
King of Beasts.......................................145
Kingdom..............................................400
Knight Rider.........................................194
Knowledge (Skill)..................................22
Last Action...........................................185
Lasting Loises................................57, 280
Law ofAlchemy....................................176
Law of Fire..........................................207
Law of Ice............................................207
Law of Power........................................195
Law of the Underworld........................192
Liberating Lightning............................119
Life Blood............................................132
Life Curtain..........................................153
Life History............................................56
Life Increase.........................................387
Life Increase II....................................387
Life Representative..............................136
Life Shield............................................214
Light Bow............................................100
Light of Destruction..............................100
Light of Oblivion....................................99
Light Speed..........................................165
Light Speed Sword................................100
Lightning Attack..................................119
Lightning Fang....................................119
Lightning of Fate.................................395
Lightning Prison...................................120
Lightning Spear....................................120
Lightning Speed...................................161
Lightning's Blessing.............................118
Light's Protection.................................103
Lightweight Customization..................122
Lightweight Mode...............................170
Limit Removal.....................................165
Limited Immortality.............................221
Little Evil Eyes....................................109
Little Happiness...................................223
Lock On...............................................141
Lois Creation.................................57, 275
Loose Tongue.......................................214
Appendix
Lost Neighbor.......................................402
Loyalty to the Master...........................133
Luck's Protection..................................193
Machine Morph....................................175
Machine's Voice...................................196
Maestro's Memories.............................174
Magic Words of Destruction................213
Magical Scent.......................................217
Magnet Force.......................................121
Magnetic Barrier..................................121
Main Game..........................................265
Main Process........................................285
Major Action........................................287
Mark of the Twisted.............................152
Marksman............................................109
Mars' Blessing......................................185
Mars' Defense.......................................144
Material Synthesis................................175
Max Voltage.........................................123
Melee (Skill)..........................................22
Melting.................................................203
Mental Command.................................182
Mental Invasion....................................398
Metabolism Control.............................187
Metal Fusion........................................121
Midnight Cinema.................................393
Mighty Hand of Creation.....................176
Mighty Therianthropy..........................146
Mimicry Mask.....................................157
Mind......................................................22
Miniscule Dust......................................99
Minor Action........................................286
Miracle Drop.......................................215
Mirror Coat..........................................102
Mirror Shield........................................103
Miscellaneous Items...................244 - 247
Misdirection.........................................101
Mock Hunter........................................135
Mock Swordsman................................135
Monstrous Cannonball.........................135
Moonless Night's Curse........................135
Move..............................................82, 289
Move Distance.......................................82
Multi-Attack.........................................156
Multi-Image.........................................103
Multi-Tool Fingers...............................157
Multi-Weapons.....................................182
Mutant Transformation........................389
Mutant's Walk......................................156
Nail Sword...........................................151
Nameless Blade....................................141
Negotiation (Skill)..................................22
Nerve Hijack........................................195
Neutralizer............................................213
Night Devil's Domain............................134
Non-Playable Character(NPC).............359
Noon Star.............................................105
Object Transformation.........................157
Obsidian Armor....................................194
Ocean's Benediction.............................146
Ogreish Fighting..................................182
Ogre's Attack........................................142
Opening Phase......................................267
Opposed Check....................................259
Optical Lens..........................................99
Organism Infiltration............................157
Organizational Breakdown..................401
Origin Chart...........................................62
Origin Chart (Renegade Being).............87
Origin: Animal.....................................224
Origin: Colony......................................224
Origin: Cyber........................................224
Origin: Human.....................................224
Origin: Legend.....................................225
Origin: Mineral....................................225
Origin: Plant.........................................225
Oscillating Sphere................................163
Other-Worldly Genes...........................155
Overdose..............................................215
Overlord...............................................195
Pagan God's Heart................................113
Pain Editor............................................122
Paralyze................................................171
Paranoia................................................401
Player Character (PC)............................15
Penetrate...............................................171
Penetrating Attack................................163
Perception (Skill)...................................22
Perfect Antibody...................................211
Perfect Control.....................................175
Perfect Performance.............................187
Perfect Room Temperature.................207
509
Double Cross
Roleplaying Game
Perfect Success.....................................223
Perfect World.......................................195
Personal Data.........................................56
Petrify...................................................171
Photographic Memory..........................187
Physique Maintenance.........................147
Piercing Arm.......................................151
Pinpoint Guard.....................................391
Pinpoint Laser......................................100
Plasma Cannon....................................205
Player Character (PC)......................15, 18
Pleasurable Fragrance..........................216
Pocket Dimension................................115
Point-Blank Shot.................................183
Poison Blade........................................210
Poison Fog...........................................211
Poltergeist............................................123
Post-Action..........................................284
Power Arm...........................................145
Power Defense.....................................222
Power Formation..................................191
Powers.......................................18, 78, 92
Pre-Action............................................284
Pre-Game.....................................263, 361
Pressure................................................298
Preta Tamer...........................................152
Primal Ways.........................................165
Procure (Skill)........................................22
Procure Checks.....................................311
Profiling................................................187
Progression Events...............................365
Proof of the Feral Beast........................397
Proof of the Hell Beast.........................146
Protective Sand....................................173
Psychometry.........................................174
Puppeteer..............................................215
Pure-Breed.................................73, 75, 78
Qinggong..............................................167
Quick Blade..........................................109
Quick Dash..........................................220
Quick Movement..................................386
Quick Start Character Creation......23, 27
Rabbit Ears..........................................104
Radio Wave Jamming........................125
Raging Shout........................................164
Rampart of the Void............................112
510
James Ling (order #6536296)
Range.....................................................95
Ranged (Skill)........................................22
Rapid Beat...........................................166
Ravenous Fists.....................................150
RC (Skill)...............................................22
Reactions..............................................288
Reaming Claw.....................................144
Reaper's Eyes.......................................111
Reaper's Needle....................................151
Recommended Lois Relationship..........57
Recovery..............................................184
Red River Valet.....................................132
Red Servant..........................................131
Redshift World.....................................108
Reflecting Laser....................................100
Reflex Response...................................388
Reflexes................................................220
Refresh.................................................221
Reinforce..............................................170
Renegade Being Creation.......................85
Renegade Smite....................................226
Repulsion Arrow..................................113
Repulsion Field....................................112
Repulsion Hammer...............................110
Repulsion Jump...................................108
Repulsive Dinner Table.........................398
Research Master...................................223
Residual Lightning...............................120
Restoration...........................................387
Restrain Command...............................220
Resurrect..............................................219
Revival.................................................387
Ride (Skill).............................................22
Riding a Vehicle....................................305
Rigor.....................................................298
Ripple Formation.................................165
Rising Earth..........................................193
Roaring Claw.......................................162
Robe of Light........................................103
Rollback...............................................112
Roll or Choice (ROC)......................14, 56
Round..........................................282, 284
Ruler of the Bloody River....................130
Ruler's Command.................................391
Ruler's Eyes.........................................391
Sacrifice................................................396
Appendix
Sand Barrier..........................................173
Sand Blade...........................................173
Sand Shield..........................................173
Sand's Blessing.....................................173
Sand's Protection..................................172
Savings Points......................................310
Scarlet Blade........................................128
Scarlet Death........................................129
Scarlet King.........................................134
Scenario Creation.................................364
Scenario Handout........................263, 362
Scenario Lois.......................................362
Scene....................................................265
Score...........................................254 - 257
Sculpture's Voice..................................212
Sealing Curse.......................................133
Secondary Stats...............................26, 78
Secret Ingredient..................................217
Secret Pocket........................................125
Security Cut.........................................125
Self-Destruct Mechanism.....................124
Sense......................................................22
Serpent's Moves...................................153
Servants................................................307
Servant's Awakening............................396
Setup Process.......................................284
Shadow Image......................................161
Shadow Run........................................161
Sharp Ears...........................................197
Shining Blade.........................................99
Shock Absorb.......................................220
Short.....................................................125
Shrinking Earth....................................190
Silent Space..........................................167
Simple Powers........................................92
Sinner's Shackles..................................212
Siren's Song.........................................163
Skills................................................22, 80
Sky Castle............................................394
Sky's Ruler............................................141
Sleep Powder........................................214
Social......................................................22
Soldier Network...................................222
Sonic Attack.........................................162
Sonic Boom.........................................163
Soul Alchemy.......................................175
Double Cross
Roleplaying Game
Telekinesis............................................197
Texture Change....................................177
The Emperor's New Clothes................137
The Emperor's Time.............................115
The Lord's Blessing.................................99
The Lord's Right Arm............................99
The Thirsting Lord...............................128
The Twisted's Protection......................153
The Undead's Doll...............................131
The Voiceless.......................................132
The Walls have Ears............................155
The Wise..............................................132
Third Eye.............................................393
Third Watch..........................................123
Thorn Constraints.................................192
Thor's Hammer.....................................120
Time Casket..........................................113
Time Freeze..........................................113
Time Sorcerer.......................................115
Timing....................................................94
Titan Therianthropy..............................397
Titus......................................................277
Titus Bonuses.......................................278
Trailer..........................................263, 361
Tranquility............................................210
Transmission........................................155
Transporting Others.............................306
Tri-Breed....................................73, 75, 79
Trigger Events......................................366
Troop (NPC/Enemy Type)...................360
Tyrant's Arm........................................111
Tyrant's Law........................................109
Tyrant's Throne.....................................115
Ultimate Appraisal...............................187
Ultimate Chef......................................177
Ultimate Therianthropy.......................145
Ultra Bomber........................................151
Undefeated Genius...............................186
Undermining Voice..............................404
Underworld Cage.................................111
Unseen Road.......................................402
Unseen Talker.......................................225
Untouchable.........................................401
Untreatable Disease..............................404
Unwavering Heart................................202
Unyielding Flock..................................153
512
James Ling (order #6536296)
Valkyrie's Guidance..............................210
Variable Weapons.................................182
Vehicle.........................................240, 305
Vehicle Morph......................................174
Vitality-Up...........................................222
Voice of Restoration.............................216
Void Pitfall............................................110
Waiting.................................................285
Walking Encyclopedia.........................180
Wall Bypass..........................................177
Wall of Malice.......................................142
Wall of Silence......................................399
Warding................................................219
Warrior's Knowledge............................184
Water of Pain.......................................213
Weak Point Detection...........................182
Weapon Installation..............................122
Weapon Link.......................................118
Weapon Mastery...................................222
Weapons.....................................230 - 235
Weather Manipulation..........................403
Whirlwind............................................399
White Heat...........................................204
Will (Skill)..............................................22
Wind's Messenger.................................160
Word of Fear........................................212
Work..........................................19, 73, 74
Work Charts...................................76 77
Work Chart (Renegade Being)...............86
World Destruction................................391
Wriggling Bullet...................................152
Wriggling Swamp................................153
xD10......................................................14
Yggdrasil's Leaf...................................193
Appendix
Double Cross
Character Name
Player Name
Age
Gender
Zodiac
Height
weight
Blood Type
Breed
Spent XP
Work
Cover
Sub-Syndrome
Syndromes
Stats
Sense
Mind
Social
Ranged
Perception
Art:
Art:
RC
Will
Knowledge:
Knowledge:
Negotiation
Procure
Info:
Info:
Body
Melee
Dodge
Ride:
Ride:
Experience
Social x 2
Savings
Encounter
Impulse
Mind
Body x 2
Origin
Awakening
Stock Points
Max HP
Life History
Procure x 2
Initiative
Sense x 2
Mind
Item
Encroachment Rate
Encroachment Rate
Base Rate
Dash
Move
Initiative
Move
Lois
Relationship
Name
Emotion (Positive)
Emotion (Negative)
Titus
513
James Ling (order #6536296)
Double Cross
Roleplaying Game
Powers
No
Power
- Resurrect
- Warding
1 Concentrate:
2
3
4
5
6
7
8
9
10
Lv
Timing
1
1
2
Auto
Auto
Skill
DFCLTY Target
Major
Syndrome
Self
Scene
Auto
RNG
Encroach Restrict
Close
View
Refer
0
2
Note
Weapon
Item
Type
Skill
Acc.
Type
Dodge
Initiative
Atk. Power
Guard
RNG
Stock Notes
Total
Armor
Item
Armor
Stock Notes
Total
Miscellaneous Items
Item
Type
Skill
Stock
Notes
Total
Combos
Name
Condition
Under 100%
Combo
Dice
Timing
Skill
DFCLTY
Target
RNG
Encroach
Target
RNG
Encroach
+_ (Encroach Bonus)
Combo
Above 100%
Dice
+_ (Encroach Bonus)
514
James Ling (order #6536296)
Timing
Skill
DFCLTY
Appendix
Character Name
Encroachment Bonus
Player Name
DOUBLE CROSS
GM
Game Date
Scenario
MEMOS
HP
Encroachment Rate
Loises
Relationship
Name
Titus
Experience Points
Played to The End
Achieved Session's Goals
1 Pt
___ Pt
2 Pt
3 Pt
4 Pt
5 Pt
3 Pt
3 Pt
0 Pt
Good Role-play
1 Pt
1 Pt
1 Pt
1 Pt
0 - 30%
31 - 50%
51 - 70%
71 - 99%
100% ~
Backtracked with 2x (Loises) dice
Rolled a second time during Backtrack
Total
Pt
GM's Signature
515
James Ling (order #6536296)
Double Cross
Roleplaying Game
DOUBLE CROSS
GM
Game Date
Scenario
Character
Player
Syndrome
Character
Work/Cover
Player
Syndrome
Character
Player
Player
Syndrome
Character
Syndrome
MEMO:
Player
Notes
EXP. Earned
Initiative
Work/Cover
Notes
EXP. Earned
Initiative
Work/Cover
Notes
EXP. Earned
Initiative
Work/Cover
Notes
EXP. Earned
Initiative
Work/Cover
Syndrome
Character
Initiative
Notes
EXP. Earned
3=
(Rounded Down)
Handled scheduling
and/or acquiring a place
to play
GM's experience
516
James Ling (order #6536296)