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Doctor Who - Discussion Thread for The Game of Rassilon


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Ilium said:
Speaking of classes, feats and talents: Are you dropping them entirely? If so, how will you do character advancement?

Now that the advancement rules are up, what are your thoughts?

Also, feel like making a psychic character as an example?

RC
 

I was hoping that there would be some interest.

I guess I'm just whistling in the dark here. :heh:

Ilium, thank you for posting. Send me an email, and when I've had a chance to do a final edit on the game, I'll send you a pdf copy.
 

Ok, here's something I'm interested in...

How bout some stats for Daleks, Cybermen, Axons, Autons, Sea Devils, Ice Warriors, Zygons, or (heaven forbid) Slitheen?
 


Black Dalek

Medium Aberration (Cyborg), Level 8
STR +6, END +8, DEX +4, AGL +0, PCN +0, KNO +8, PSI +4, PRS –4.
Skills: Administration +12, Computer Use +12, Demolitions +6, Energy Weapons +14, Intimidate +14, Knowledge (Alien Species) +15, Knowledge (Planets) +12, Knowledge (Spacecraft) +12, Knowledge (Tactics) +12, Knowledge (Technology) +15, Move Silently +2, and Spot +8.
Knacks: Aggressive, Leadership, Resilience.
HP 100; Saves Fort +14, Ref +5, Will +1; Defence 18; AP 8.

Armour: Black Daleks are constructed with Dalekanium armour, granting them DR 20.

Fanatical: Under most circumstances, Black Daleks are immune to conditions that require Willpower saves.

Sucker Arm: The Black Dalek sucker arm can be used as a manipulator, and it can be used to make striking attacks with a +6 attack bonus that does 1d6+4 points of nonlethal damage. The sucker arm can extend, giving the Black Dalek reach.

Energy Weapon Arm: The Black Dalek energy weapon arm uses the Energy Weapons skill to attack, firing a disruptor bean that causes 2d6 points of damage with a range of 20 meters.

The Black Dalek, also known as the “Supreme Controller” or “Dalek Supreme” is the field officer sent by the Emperor Dalek to oversee operations on alien worlds. As such, the Black Dalek has unlimited authority in its sphere of operations.

Advancement: None. All Black Daleks are virtually identical.

Episode Guide: The Dalek Invasion of Earth, The Chase. (This list is still incomplete)​
 

Cyberman (Type II)

Medium Humanoid (Cybernetic), Level 2
STR +6, END +6, DEX –1, AGL +0, PCN +0, KNO +0, PSI +0, PRS –4
Skills: Brawling +5, Computer Use +5, Disguise +5, Energy Weapons +4, Heavy Artillery +5, Hide +5, Intimidate +1, Move Silently +5, Pilot (Spaceships) +4, and Repair +5.
Knacks: Disabling Attack.
HP 24; Saves Fort +8, Ref +0, Will –2; Defence 12; AP 2.

Damage Resistance: Type II Cybermen have DR 5.

Emotionless: Type II Cybermen are immune to effects relying on fear, morale, attractiveness, and the like.

Immunities: Type II Cybermen are immune to damage from cold or vacuum.

Strike: A Type II Cyberman may make an unarmed strike with its hand (attack bonus +1) that does 1d2+6 points of damage.

Electrical Attack: A Type II Cyberman can fire an electrical bolt from a node on its wrist, to a range of 3 meters. This bolt uses the Cyberman’s Energy Weapons skill to attack, and does 1d6 points of electrical damage. The Cyberman can use its Disabling Attack knack with this attack. (Some variations fire this ray from their finger instead.)

Cyberweapons: Type II Cybermen can use cyberweapons that are not built into their bodies. These weapons are small x-ray lasers that do 2d6 damage, use the Energy Weapons skill to attack, and bypass armour. They are effective to a range of 10 meters.

Heavy Artillery Cyberweapons: This large form of the cyberweapon requires three Cybermen to set up and fire. It uses the Heavy Artillery skill, doing 5d6 damage on a successful attack. This damage bypasses armour. They are effective to a range of 100 meters.

Cyberhypnosis: Type II Cybermen have developed the means to send out an audible signal that overrides humanoid brain functions. This is functionally like the Psionic Hypnosis power, except that it is technological rather than psychic in nature. Cyberhypnosis targets all creatures capable of hearing the signal.

Cyberweapon: Some few Type II Cybermen have a cyberweapon built into its chest unit. This cyberweapon attacks using the Cyberman’s Energy Weapons skill and does 2d6 damage. It is effective to a range of 3 meters.

Neurotrope X: This is a large neurotropic virus created by the Cybermen to aid in their invasion of the Moonbase in 2070. It is contracted by consumption, causing painful and almost immediate swelling of the nerves (appearing like dark lines beneath the skin). A victim of Neurotrope X takes 1d4 points of Strength and Personality damage each hour, and must make a Willpower save (DC 15) or be rendered unconscious.

Hibernation: Type II Cybermen can hibernate when exposed to severe cold (they do not have to do so). Cybermen in this state cannot take action, but can remain alive for centuries, even when there is no food, air, or power to sustain them. When a Cyberman leaves hibernation, it is disoriented for three full minutes, having a –4 penalty to all checks for this time.

Limitations: Cyberhypnosis can be countered by taping a small device consisting of a transistor and a metal plate to the back of the neck. This blocks the signal.

The small Cyberships used by Type II Cybermen homed in on radio signals. Disrupting those signals can alter the Cyberships’ course, preventing their arrival at their desired location.

Vulnerabilities: Type II Cybermen are vulnerable to certain mixtures of chemicals, such as Cocktail Polly (which included, among other things, nail varnish, alcohol, and other solvents). They take 1d6 points of Strength, Endurance, and Agility damage for each round of exposure. The average length of exposure is 1d6 rounds. This damage bypasses the Cyberman’s DR.

The Type II Cybermen are of a sleeker design than the Type I Cybermen, with a smaller chest unit, a head unit built into the helmet, and thick silvery skin. Their fingers of their hands are joined to form two fingers and a thumb. They speak with buzzing, electronic voices. Unlike Type I Cybermen, Type II Cybermen do not care whether or not potential converts wish to become Cybermen – in their words, “You belong to us. You will be like us.”

When Mondas was destroyed, it seemed as though the Cybermen were destroyed with it. However, the Cybermen didn’t place all of their hopes in their world’s attempt to convert the Earth’s energy. Another series of Cybermen, the Type II Cybermen, were employed in missions elsewhere in the solar system – mining the Oort Asteroid Field, the Asteroid Belt, and other worlds and moons, such as Titan. These Cybermen survived the destruction of Mondas.

In 2070, the Type II Cybermen invaded the Gravitron on the Earth’s Moon. The machinery they had used to survive elsewhere in the solar system had faltered, and they had run out of replacement parts. They attempted to alter the Earth’s weather to kill all natives of the planet and take it for their own. In addition, they wanted to convert the Graviton crew. This attempt was foiled by the 2nd Doctor, Ben Jackson, Jamie McCrimmon, and Polly Lopez.

Driven from the solar system, the Cybermen eventually found Telos, home of the Cryons. They invaded the Cryon’s refrigerated cities, using them to create hibernation chambers for themselves (known as the Tombs of the Cybermen). They included stations to repower hibernated Cybermen, and subliminal training devices to teach them aim. The Cybermen sealed themselves into the cities, and awaited discovery by intelligent beings they could convert.

500 years after the last Cybermen had been reported, such a group came seeking the Cybermen. They were led by Professor Parry and funded by Kaftan. Kaftan and her compatriot, Eric Klieg, represented the Brotherhood of Logicians, which believed that the Cybermen could be used as a weapon in order to gain control of the Earth. The Cybermen, of course, had different plans – to convert the group into Cybermen and use them in a bid to forcibly convert others. The 2nd Doctor, Victoria Waterfield, and Jamie McCrimmon defeated the Cybermen’s plans.

Advancement: Type II Cybermen can be advanced by adding skill points and levels. Particularly fitting Knacks include Aggressive, Athletic, Jiggery-Pokery, Resilience, Toughness, and Weapon Mastery.

Episode Guide: The Moonbase, The Tomb of the Cybermen, The Wheel in Space.​
 
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Ice Warrior

Large Humanoid (Reptilian), Level 2
STR +8, END +2, DEX +0, AGL –3, PCN –1, KNO +0, PSI +0, PRS +0
Skills: Energy Weapons
Knacks: Aggressive.
HP 16; Saves Fort +4, Ref –3, Will +2; Defence 8; AP 0.

Armoured: Ice Warriors wear armour that gives them DR 5.

Weapon: Ice Warriors have weapons mounted inside their armour. They may be just above the claws or within the claws. There are two types of Ice Warrior weapon (see below). Both use the Ice Warrior’s Energy Weapons skill.

• Paralysis Beam: This effect causes 1d4 points of Agility damage with a range of 10 meters. If this beam strikes a creature while still under the effects of lost Agility, do not roll damage again. Instead, the initial damage becomes permanent.

• Sonic Blast: This effect causes 2d6 points of Sonic damage with a range of 10 meters.​

Sonic Cannon: The Ice Warriors have a sonic cannon, a device that can be built into their ships or set up and fired by three Ice Warriors. It uses the Heavy Artillery skill, doing 5d6 points of Sonic damage on a successful attack. The sonic cannon is effective to a range of 500 meters.

Vulnerabilities: Ice Warriors take twice normal damage from Sonic attacks.
Ice Warriors take three times normal damage from Heat and Fire attacks, and these attacks bypass the Ice Warriors’ DR. In even normal heat (such as tropical heat), Ice Warriors must make a Fortitude save (DC 15) every half hour or suffer 1d2 points of Strength, Endurance, and Agility damage.

Ice Warriors cannot breathe ammonium sulfate; each round of exposure they must make a Fortitude save (DC 15) or suffer 1d2 points of Strength and Endurance damage.

The Ice Warriors are natives of Mars, large armoured reptilian humanoids with an aggressive, warlike nature. They fought to win, and were utterly ruthless in their methods. They speak with hissing voices. Their laughter sounds like a short, indrawn hiss. At the time the Ice Warriors were active on Mars, the atmosphere had a heavy nitrogen content, with little oxygen or carbon dioxide. Because the atmosphere had so little moisture, Ice Warriors carry more fluids in their tissue than Earth life does. Their ships use ion reactors.

An Ice Warrior vessel, commanded by Varga, landed on Earth in prehistoric times and was frozen in a glacier.

During the 2nd Ice Age, an Ionizer was used to combat a severe drop in CO2 in the lower atmosphere. During the process of melting a glacier, the Ionizer uncovered the Ice Warrior ship that had landed on Earth in prehistoric times. The Ice Warriors within it were thawed using electricity. Because they could not deal with a high amount of atmospheric carbon dioxide caused by increased plant life, and flooding from the melted glacier would damage their ship’s engines, they attempted to sabotage the Ionizer. They were defeated by the 2nd Doctor, Jamie McCrimmon, and Victoria Waterfield.

(This entry not yet complete)​
 


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