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Double Cross: X-Men estilo Japonés

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Double Cross: X-Men estilo Japonés

Mensaje por Maese Mateo el Miér Jun 26, 2013 7:25 pm

Continuando el boom de las traducciones de juegos japoneses, ya está disponible el preorder (en 2-3 días los empieza a mandar) de Double Cross vía Amazon, un juego que aparentemente tendría una onda X-Men por lo que comenta Andy, el traductor de TBZ. Lamenablemente, por temas de la licencia parece, no va a haber PDF del juego, así que la única forma de comprarlo es físicamente.

El libro en sí es un tomo importante de 520 páginas (seguramente en tamaño medio carta o algo así, que es lo que estiran los ponjas) donde se compilan tres libros de la edición japonesa (o sea que no es un básico nomás, sino básico + suplementos).

No hay mucha información al respecto, pero por lo que entiendo hay un virus dando vueltas que otorga poderes a ciertas personas (los PJs entre ellas, obviamente), y la única forma de no ponerse del orto es mediante las relaciones del personaje con sus aliados y enemigos.

Dejo links relevantes con información:
1) http://en.wikipedia.org/wiki/Double_Cross_%28role-playing_game%29
2) http://j-rpg.com/talk/discussion/42/double-cross-3rd-edition-solid/p1
3) http://j-rpg.com/?p=89
4) http://www.amazon.com/Double-Cross-Role-playing-Game-Rulebook/dp/0615708110/ref=sr_1_1?s=books&ie=UTF8&qid=1371603588&sr=1-1

La verdad que pinta interesante.

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Re: Double Cross: X-Men estilo Japonés

Mensaje por Maese Mateo el Miér Jun 26, 2013 7:27 pm

Tras leer varios comentarios en RPGnet de gente que ya tiene el libro, la verdad que está muy bueno el juego.

Dejo dos ejemplos de creación de personaje sacados de este thread.

Personaje 1 (Humano):

While I'm waiting for a response, I'll start things off with a simple character: a regular high school kid who's about to have their life go to hell. I'll be using the Construction Method for this one.

Step 1: Syndrome

There are two parts to this step. The first is to select a Breed. This determines how many Syndromes you have access to. Pure-Breeds have access to one Syndrome, and get some bonuses for that Syndrome. Crossbreeds get two Syndromes and have no bonuses or penalties. Tri-breeds get three Syndromes, but they're all penalized slightly and one of the three, designated the Sub-Syndrome, is penalized a bit more on top of that. I'm going to keep this simple and make them a Pure-Breed.

Next, you choose your Syndrome(s). I only get one, and I'm going to go with Morpheus. This lets me create things out of mid-air, and create and manipulate a special sand for various uses.

Step 2: Work and Cover

Next we determine their Work and Cover. Work is what you do in life, like High School Student or PI or Assassin. Cover is what people think you do in life, and doesn't necessarily have to be the same as Work. So you could have someone whose Work and Cover are both High School Student, which means they're just a normal teenager. Or you could have someone with Assassin as their Work and High School Student as their Cover, making them a secret killer. Work has actual mechanical impacts on your character, and there's a chart of options to pick from. Cover can be picked off the same chart, or just made up if nothing really works. For this character, though, we're going double High School Student. No surprises here.

Step 3: Stats

There are 4 stats in DX: Body, Sense, Mind, and Social. They're pretty self-explanatory.

Base stats are determined by your Syndrome. Each Syndrome has a statline associated with it. Pure-Breeds double the statline, while Crossbreeds add their two statlines together. Tri-breeds don't count their Sub-Syndrome for purposes of stats. The Morpheus Syndrome has a statline of Body 1, Sense 2, Mind 0, and Social 1, so as a Pure-Breed we get B2, Se4, M0, So2.

Next we add 1 point to the stat determined by work. For High School Student that's body, bringing us up to B3, Se4, M0, So2.

Finally we get 3 free points to spend wherever we like, with the exception that all stats have to be 1 or higher. With that in mind, I'm going to distribute the points to give us B3, Se4, M2, So3. Nice and even.

Now we calculate secondary stats. HP is twice your Body plus your Mind plus 20, so that gives us 28 HP. Initiative is twice your Sense plus your mind, so ours is 10.

Step 4: Powers

This is probably the crunchiest part of character creation. Each Syndrome has dozens of powers available to them, and each power has a level, representing how strong you are with that technique. This is also where the various breed bonuses and penalties come into play. Pure-Breeds can buy up powers to two levels past the normal maximum, and they can purchase the Pure-Breed only powers for that Syndrome. Crossbreeds get no bonuses or penalties. Tri-Breeds have the maximum levels for all powers reduced by one, and they can't buy the powers that require high Encroachment Rates. So there is a real tradeoff between specializing and generalizing.

All characters get a few universal powers for free; one level each in Ressurect and Warding, and two levels in Concentrate for one particular Syndrome. Warding is probably one of my favorite mechanics in the game, and really helps reinforce the setting they're going for. When you use Warding, it turns everyone in the area that doesn't have a Syndrome into an extra, and renders them unable to affect the area in some manner (knocking them out, making them subconsciously avoid the area, freezing them in place, and so forth). Resurrect lets a character that is incapacitated revive themselves as long as their Encroachment Rate isn't too high. Concentrate must be bought for each Syndrome separately, and lets you lower the number needed to crit on a roll.

Now we get to choose powers. We can select four powers, each starting at level 1, and then have two free levels to add to any of the powers we have. We'll start by grabbing Hundred Guns, which lets us transform anything into a ranged weapon (Does not actually have to be a gun), and lasts for a whole scene. We'll also grab the Customize power, a simple dice adder for attacks. We'll also grab Heal for obvious utility, and Psychometry to give us a boost when gathering info. All of these start at level 1, and we'll add a free level each to Customize and Heal, since the extra level helps them the most.

Step 5: Skills

There's not a lot of skills to worry about in this game. Body has Melee, Dodge, and Ride, Sense has Ranged, Perception, and Art, Mind has RC, Will, and Knowledge, and Social has Procure, Negotiation, and Info. Ride, Art, Info, and Knowledge are groups of skills, with each specialty being a separate skill. RC is the skill used by a lot of powers to see if you were successful. Will helps you resist your Impulses, horrible things that the virus tries to make you and which I'll get to shortly. Procure is your ability to find and buy the stuff you need when you need it. Info is using contacts to find stuff out.

Each Work gives you some skill levels for free. High School Student gets Dodge 1, Perception 1, RC 2, and Info: Rumors. Then we get 5 free points to put anywhere we want. 1 point is worth two levels for Ride, Art, Knowledge, or Info, which is nice. We'll put 3 in Ranged so they're not a pushover, another 1 in Dodge to boost that a little, and then split the final point into a second level in Info: Rumors and a level in Ride: 4-Wheel.

Step 6: Equipment

The final step. Each character gets a number of Stock points to use to buy stuff. Stock points are equal to twice your Social plus twice your Procure, so we get 6. A mid-size motorcycle costs 5, so we'll grab that and call it a day. Stuff like clothes and a cell phone cost 0 stock, so that's covered. Unused Stock points become Savings points, which can be spent for bonuses on Procure checks and Investigations. Any items bought with Stock will be replaced at the end of the session if lost or destroyed. The book is a little fuzzy on it, but I believe you also get an amount of Stock points equal to what you had left over at the end of each session, letting your savings build up or enabling access to more stuff if your stats have changed. That's how I'd run it, anyways.

At this point, equip any weapons or armor you bought and want to have equipped. This may or may not modify your initiative. After this is done, take your final initiative and use it to calculate your Move. (The only thing that modifies Initiative is bulky clothing, so it's not as ridiculous as I first thought it was.) Base Move is Initiative+5 meters, and Dash is double that.

Breed: Pure-Breed
Syndrome: Morpheus
Work: High School Student
Cover: High School Student
Body 3
*Dodge 2
*Ride: 2-Wheel 1
Sense 4
*Ranged 3
*Perception 1
Mind 2
*RC 2
Social 3
*Info: Rumor 2
HP: 28
Initiative: 10
Move: 15 meters
Dash: 30 meters
Powers:
*Warding 1
*Resurrect 1
*Concentrate: Morpheus 2
*Hundred Guns 1
*Customize 2
*Heal 2
*Psychometry 1

That's the whole Construction phase. It's really simple, and the Powers section is the only thing that takes any time at all. I'd say 15 minutes once you have your concept, unless you agonize over the power lists. There is a final part to character creation, the Personal Data, but I'm putting it in a second post because I've spent a lot more time typing this out then I thought.
Personal Data

Alright, we have the mechanical core of our character. Now let's flesh it out. Personal Data is a bit like a mini-Lifepath for your character, giving you an idea of their origins, a major experience in their life, and someone notable they've had a run-in with. There's also charts for how exactly your powers awakened, and what the horrible urge is that wells up inside you because of the virus. Each step also offers suggestions for potential Loises, the ties that keep you human. They give you a choice between rolling on the charts and picking, but I'm going random for this one. Onwards!

Origin

The d100 gives us a an 84, which is Estranged Relatives. So our family hates us. Wonderful. The suggested Lois for this step is one of the relatives. Loises don't have to be positive! They just have to keep you connected to your humanity. We'll make this one an older brother. Next we need a positive and negative emotion we feel towards this Lois; no relationship is all good or all bad. 60 and 9 give us Protection and Threat. So we want to protect them, but at the same time we think they're a threat to us. The final step to making a Lois is to decide which emotion is conscious and which emotion is subconscious. This choice is easy; on the surface, our big brother has always been competition for our parent's love, but deep down, he's still family and we don't want him hurt.

Experience

There are 4 Experience charts; Student, Adult, Criminal, and UGN, the in-setting secret good guys. A roll of 38 on the Student chart gives us News. Huh, apparently we made it on the news once for something. Definitely something to talk with your GM about. Anyways, the suggested Lois for this is, of course, a Journalist. I'm not sure if they're a friend or an enemy to us. Lets see what we get emotion-wise. 83 and 78 is Sincerity and Loathing. Wow. Okay, enemy it is. The sincerity is the conscious emotion, but inside, we really, really hate them.

Encounter

The Encounter step is a little different in that it sets up a connection to one of the setting's NPCs listed in the World section. This means you'd have to rewrite it a bit if you're going to make your own setting. Anyways, a roll of 89 is Secrets, which means... hrm. My ordinary high school student is somehow sharing a secret with the assistant director of the entire Japanese branch of the UGN. Welp. 42 and 79 give me emotions of... Idolization and Loathing. We're tsundere for the secret agent lady. I can hear the hypothetical GM laughing their ass off already.

Awakening

How you got your power. There are two options on this chart you can't get by rolling, Death and Birth, but we're not going to worry about those. A roll of 4 gives us Yearning. We got our power in response to an unsatisfied desire in our heart. More background fodder! This also gives us a base Encroachment Rate of 17.

Impluse

The dark emotions the virus awakes in you. This is not a happy list. If you've read or seen Ikki Tousen, think the behaviors forced on people by the Dragons. A roll of 5 gives us Torture. So we we lose control we start inflicting pain on people. Lovely. This adds 15 to our Encroachment Rate for a total base of 32.

And that's everything. They just need a name and they're good to go.
Personaje 2 (No-Humano):

So, there's a nonhuman character option in DX called the Renegade Being. Renegade beings are basically sentient concentrations of the Renegade virus itself, formed to communicate with humans as the virus's spokesbeings. They can be a colony inhabiting a dog or tree or rock or computer, or the condensed consciousness of an infected forest or coral reef, or particles coalesced into the form of a legend or mythical figure, like Susano-O or Bloody Mary or Spiderman. Being a Renegade Being means you have to pick from a certain set of Works, and you have specific Personal Data tables to use. You also get some extra Renegade Being-only powers. Other then that, though, character creation is exactly the same.

Now, onwards to Beedog!

Step 1: Syndrome

We'll make Beedog a Chimaera/Orcus crossbreed, because the only thing cooler than a dog that can shoot bees from it's mouth is a goddamn werewolf that can shoot bees from it's mouth.

Step 2: Work and Cover

Work has to be one of the Renegade Being Options. There are 4 choices, each one boosting a different stat and with slightly different skills. We'll pick Renegade Being C, for the Mind boost. That'll help with our bee attack. For Cover we'll pick UGN Child. Beedog is posing as a child agent of UGN while they quest for Justice and bee-killing.

Step 3: Stats

Chimera is 3/0/0/1 and Orcus is 0/1/1/2, so together we have 3/1/1/3. Renegade Being C adds 1 to Mind, and I'll put two more in Mind and one more in Sense for a finished statline of 3/2/4/3. That makes our HP 30 and our Initiative 8.

Step 4: Powers

In addition to the level of Warding and Resurrect and the two levels of Concentrate, Renegade Beings get two extra free powers. The first, Humanity's Neighbor, lets them disguise themselves as human for as long as they want, allowing us to blend into society until it's time to unleash the bees. The second, Origin, represents the 'natural' form of the Renegade Being, and gives different bonuses depending on what that form is. We'll want Origin: Animal, which lets us turn back into our dog form when used, and boosts our unarmed attack at the expense of being able to use items. We won't need items, though. We'll have bees. Both of those powers start at level 1, and can be improved with free points like any other power. They're also not subject to the restrictions or penalties of different breeds.

We'll make Orcus our concentrate Syndrome, since that's where the bee power comes from. We'll grab Animal Tamer first; it's an animal-themed dice-boosting power that must be used with another Orcus power. This won't be a problem, because our next power choice is Thorn Constraints, a single-target ranged attack that freezes enemies in place if you any damage to them. Combine the two powers together and not only can you bark bees at someone, they're paralyzing venom bees. Don't want poison bees? That's okay, you've got options. Earth Fang is a stronger attack with a dodge penalty that costs a bit more and can't be used at close range, if you want tricky bees. Crushing Jaw is an area-effect attack with a dodge penalty that can't be used at close range and can only be used once per combat, for a cone of bees. Last, but so very not least, is Arrow Raindrop, a ranged attack that lets you target anyone in the scene that you want, as many of them as you want, in exchange for not being able to use Concentrate with it, if you need a bee tornado. For now, we'll stick with Thorn Constraints.

Now we'll grab a few powers from Chimaera. Complete Therianthropy adds dice to all Body rolls at the expense of not being able to equip weapons, but that will synergize wonderfully with our Origin power. Finally, Dragon Scales gives us awesome armor in exchange for taking an attack full-on. We'll boost Dragon Scales and Animal Tamer to level 2 with our free points.

Step 5: Skills

Renegade Being C gives us Perception 1, RC 1, Will 1, Negotiation 1, and Info: UGN 1. We'll boost RC to 3, since that's the skill used for bees, grab Melee 1 and Dodge 1, and split the last two points into Info: UGN 2 and Art: Violin 1.

Step 6: Equipment

Our stats and skills give us 6 points of Stock. We'll spend one on a connection: UGN Leadership, which will give a dice bonus to one Info: UGN check per session. Another point will be spent on a Memento, which gives a +1 to all Impulse checks. The last 4 will go into Savings.

Personal Data

Time for the special Renegade Being-only charts!

Origin

96: Mysterious Birth. You don't know how you came to me, only that you have a mouthful of bees and they all hunger for justice. Suggested Lois: Confidant. 29,39: Approval, Alienation. Your confidant does everything right, but deep down, that just makes you feel more alone.

Experience

51: Invitation. You were asked to join an organization. (Hey look, the UGN thing ties in perfectly!) Suggested Lois: Scout. 64,69: Euphoria, Repugnance. You pretend to hate everything that scout does, but really you're just so happy spending time with them.

Encounter

46: Comrade. You share a vision with Jyunji Shigano, Overeager Journalist. Huh. A canny GM could tie that into the last character I made. 79,28: Affinity, Anxiety. You get along great with Jyunji, but you're worried his rushing around is going to get him hurt.

Awakening

3: Infection. Someone else brought forth your powers for an unknown reason. Perfect match for the Origin.

Impulse

10: Fear. I'm assuming this means you become deathly afraid of something and do whatever you can to get away, but the text is a misprint from the Awakening chart. Message sent to Ver Blue.

And that's it. Beedog stands ready!

Name: Beedog
Breed: Crossbreed
Work: Renegade Being C
Cover: UGN Child
Body 3
*Melee 1
*Dodge 1
Sense 2
*Perception 1
*Art: Violin 1
Mind 4
*RC 3
*Will 1
Social 3
*Negotiation 1
*Info: UGN 2
HP: 30
Initiative: 8
Move: 13
Dash: 26
Powers:
*Warding 1
*Resurrect 1
*Humanity's Neighbor 1
*Origin: Animal 1
*Concentrate: Orcus 2
*Animal Tamer 2
*Thorn Constraints 1
*Complete Therianthropy 1
*Dragon's Scales 2

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Re: Double Cross: X-Men estilo Japonés

Mensaje por Maese Mateo el Miér Jun 26, 2013 7:29 pm

Otro ejemplo más, esta vez utilizando un método de creación de personaje diferente (el libro trae tres opciones).

Spoiler:


Full Scratch

For people who really want to customize their character, the Full Scratch option basically throws a bunch of XP at you and tells you to go nuts. There's guaranteed potential for min-maxing and looks-good-but-is-actually-terrible characters here, so I definitely wouldn't recommend this method to anyone off the bat. I don't even know if I'll make a decent character this way, but we'll see. Onwards!

Step 1: Syndrome

We'll do another Crossbreed, this time Neumann and Angel Halo. Lazors for the win! We'll grab our base stats now, 0/3/4/1, and set them aside for the moment.

Step 2: Work and Cover

We'll make both Private Investigator. This gives us +1 Mind, Ride 2, which I'll class as 4-Wheel, Perception 1, Will 1, and 3 points of Info, which I'll split into Info: Police 2 and Info: Criminal 1.

Step 3: Mandatory Powers

Unlike Construction, we don't automatically get 2 levels of Concentrate. We still get Warding 1 and Resurrect 1, though.

Step 4: Experience Points

The meat of Full Scratch. They give us 130 XP to spend, with only a few restrictions. Skills can't go above 4, and you still have to make sure that there are no stats at zero at the end. The cost chart used for this is exactly the same as it is for improving your character down the line, so there's no weird 'it's cheaper to get this now/later' effects. Costs for Stats and Skills are tiered; the cost per level for stats goes up at 11 and 21, while costs for skills go up at 11, 21, and 31. Ride, Info, Art, and Knowledge skills are cheaper than the others, like in Construction, but only at low levels. The costs for powers stays constant, but since most powers don't even go up to level 10, I suppose that makes sense. Also, any XP left over at the end does not get saved, so we'll be sure to use it all.

We'll start by spending 10 XP to get Body up to the minimum 1. Another 8 points will get us RC at the max level of 4. So far we've spent 18, with 112 XP left. Before I look at doing anything else with stats or skills, we're going to grab some powers, because getting new powers is the most expensive item on the chart, at 15 XP apiece. Once you have the power, though, leveling it up is only 5 xp per level. We'll grab Concentrate: Angel Halo, Light Bow (Basic pewpew), Avatar's Voice (Dodge dice-adder), Blinding Dash (Free move that can remove you from an Engagement), and The Lord's Right Arm (Damage-adder). We'll also up Concentrate and The Lord's Right Arm to 2, and Avatar's Voice to 3. That's a total of 95 points in powers, leaving us with 17. I'm going to put another level into Social, taking us down to 7 XP left.

Now we're going to look at something I haven't covered yet: Simple Powers. Simple Powers are powers each Syndrome can get that can only be used out of combat. Each Syndrome's Simple Powers match the themes of that Syndrome. Angel Halo lets you bend light to shroud an area in darkness or clearly show scenes from far away, while Neumann lets you be SHerlock Holmes. For Construction mode, with your limited number of powers, grabbing a Simple Power just isn't a good idea. However, in Full Scratch, Simple Powers cost a measly 2 XP to get, so why not grab one or two? We'll grab Photographic Memory, Code Deciphering, and Profiling. Now we can remember everything we've seen, we can break codes and hidden messages with no trouble, and we can do the classic Sherlock trick of reading people. These are automatic by default, but the GM can call for a relevant skill roll if he feel it necessary. All for 6 XP. We'll spend our last point to up Info: Criminal to 2. That's it!

Step 5: Derived Stats and Euipment

HP is 27, Initiative is 11, Move is 16, Dash is 32. 4 Points of Stock; we'll spend one point on a Police Officer connection, 1 on an Informant connection, and put the rest in Savings.

Personal Data

Origin

63: Poor. Suggested Lois: Friend. 82,74: Sincerity/Suspicion.

Experience

Adult chart. 17: Married! Suggested Lois: Spouse. (No, really?) 77,62: Affinity/Reservation

Encounter

6: Teacher. Lois: Tsubaki Tamano, the 19-year old drill instructor of the UGN children. Huh. 61,74: Euphoria/Suspicion

Awakening

2: Experimentation. Apparently they were in the Japanese Super-Soldier program or something.

Impulse

7: Battle Lust. Live for the fight.

Breed: Crossbreed
Work: Private Investigator
Cover: Private Investigator
Body 1
*Ride: 4-Wheel 2
Sense 3
*Perception 1
Mind 5
*RC 4
*Will 1
Social 2
*Info: Police 2
*Info: Criminal 2
HP: 27
Initiative: 11
Move: 16
Dash: 32
Powers:
*Warding 1
*Resurrect 1
*Concentrate: Angel Halo 2
*Light Bow 1
*The Lord's Right Arm 2
*Avatar's Voice 3
*Blinding Dash 1
*Photographic Memory
*Profiling
*Code Deciphering

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Re: Double Cross: X-Men estilo Japonés

Mensaje por Maese Mateo el Jue Jun 27, 2013 4:28 pm

En RPGnet alguién armó un thread para poner sus impresiones de lectura del libro paso a paso.

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"Es como un cuento de hadas que ha salido mal: la Princesa ha muerto, el Caballero es el sospechoso y no tenemos a nadie más a quien recurrir salvo al Dragón"
-Alan Moore ("El Día del Juicio")

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Re: Double Cross: X-Men estilo Japonés

Mensaje por Maese Mateo el Lun Jul 22, 2013 2:46 pm

Al día de ayer se agotaron todas las copias (se vendió como pan caliente el juego, debido a toda la buena publicidad que está teniendo en los foros), así que si alguien quiere una va a tener que esperar un par de semanas a que salga la segunda impresión.

La ventaja es que esta segunda impresión va a tener todas las erratas incorporadas.

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"Es como un cuento de hadas que ha salido mal: la Princesa ha muerto, el Caballero es el sospechoso y no tenemos a nadie más a quien recurrir salvo al Dragón"
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Re: Double Cross: X-Men estilo Japonés

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